135,810 Commits over 4,444 Days - 1.27cph!
Adjusted how sockets are counted in the test. Fireplace now passes
Add bonerenderer baker + conversion components.
Converts non-deforming skinned meshes to normal meshes and attaches them to transforms.
Merge from apartment_complex_monument
satellite blockout progress
Resave TimeManager
Tests: nothing specific, but have been running with this changed for a couple days
Merge from new_navmesh_fixes, adds low level logs to help debug crash
Merge: from waterlevel_deepsea_sample_fix
- Bugfix for water level queries incorrectly mixing deep sea and overworld states
- Bugfix for deep sea ocean sim using overworld heightmap
- Simplified TerrainHeightMap API
Tests: ran unit tests, booted into craggy, explored deep sea and swam around
Merge from apartment_complex_monument
Add -checkTileValid starter param that slows down everything, but can help us narrow down the crash
Bugfix: avoid NRE when ocean sim is not initialized and we don't need it
Tests: booted into craggy
Subtract merge from main
154957
Added sounds to the rentable shops at the apartment complex
added third option for roll container
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Clean: simplifyy WaterSystemBurst.GetHeightArray_Burst
Tests: none, trivial changes
merge from clan_table_box
Adjusted prevent building volumes to allow box deployment under the clan table
Added foliage displacement
Adding a sewage tank that is in working condition inside WTP
tweaked terrain and surroundings
WTP S2P
Bugfix: OceanSimulation.GetHeightAttenuation - handle positions in deep sea
Tests: WaterLevel unit tests pass
Bugfix: Rewrite WaterLevel.GetWaterLevel to properly take in deep sea state
Tests: ran unit tests, water level consistency tests fail due to bug on OceanSimulation side, serial path, will fix next
Basic implementation of softcore 'raiding windows'
This prevents raiding outside of predefined server hours.
- Prevent building block damage outside the window (by projectile or explosive)
- Freshly placed tool cupboard (up to an hour) can be raided even outside the window
- Melee damage is still allowed
- Twig is always breakable
- Can't fire MLRS outside the window
- Per server convars for control (ability to also customize weekend hours)
- Setup to a open/close noise when the window opens or closes
Recalculate bounds on the champagne firework `MortarChampagne`
Planter bench colliders
Scene2prefab
Recalculated bounds on medium battery
Recalculated bounds on water barrel
More map anim/behaviour tweaks
Upper corridors polish/LODs/COL and prefabs. Updated core and wing prefabs with elevator shaft prefabs
Modify unit tests to use pooling for collections to remove some GC we wouldn't see in a live scenario
- consistency tests pass
update to dartboard textures - got rid of the baked in chalk markings on blackboard.
Updating poker bandana skinning
merge from optim_bonerenderer
Add mesh.list_skinned to dump a csv of all active skinned meshes
gas station interior changes
adding separate car lift
removing garage door
gas station S2P
Removed duplicate LOD material
Fixed back to front canvas in large apartment. Fixed LOD material and deleted obsolete duplicate.
Satelite targeting movement improvements and tweaks.
Expose an anim curve for movement.
Double duration.
Set free fuel back to true in editor.
Port viewmodel motion vector pass to RRP