142,098 Commits over 4,383 Days - 1.35cph!
Replace LocalOrSpectatePlayer property with GetLocalOrSpectatePlayer() that will always prefer to return the currently spectated player regardless of current camera viewmode
Replaced property with getter method to make it clearer that we should prefer to cache the player rather than repeatedly fetching
Checked and replaced all the previous usages. Many files touched, many minor bugs fixed due to the spectate player value having been wrong. Definitely* no new bugs introduced
Jump suit skinning update
merge from storeoverride_loading_fix
Fixed store content loading when using overrides
npc tutorial animations updated
Fix potential culprit for double free of tileData
Halterneck skinniing update
Limit max number of tiles being built in the background
Added Salvaged Sword invetory sounds and bone club drop sound tweaks
moved ScopedOcean from TestFixture->RustTestFixture
Update: useful bits from the first failed StableObjectArray conversion
It ended up being too pervasive for my liking, going to try a simpler approach
Tests: compiles as part of rewrite, but none otherwise
fixed playerboat test fixture SetUp not calling base.SetUp and nuking the GlobalNetworkHandler in teardown
Prisoner hood overlay fixes
removed old test fixture api usage
merge from console_uparrow_fix
Fixed console auto complete preventing you to go through the history when open
Fix budget being treated as seconds despite being miliseconds
Fixed exception in DoPrepare on shields because they don't have a HoldAnimationOverride
merge from playerboat_tests
Merge from water_well_B_spawn_fix
Fixed food cache not spawning in water well B
Testing changes to Jenkinsfile
Fixed client convars with an empty default value showing as [?]
merge from convar_defaultvalue_fix
Prevent nullref when navmesh is not built but is queried, error will be logged in ai.logIssues 1
Do no rebuild tiles when using unity navmesh, do not log error when no nav found when an entity tries to rebuild (it's normal for some entity to spawn before navmesh is built)
Removed the loading thingy, few more adjustments
Added electric furnace to the skin viewer
merge from automated_testing
Update all tests to call the base SetUp
Removed KillAllEntitiesInRadius calls
edited 3p sit driving snowmobile rear lean R/L anims to correct clip ranges
We now take a snapshot of all server entities on test setup, and kill the difference on test teardown
Fixes entities leaking from tests
Add a twist relax slider for hand IK
Add offset to left hand IK
Update: StableObjectArray now exposes stable index lookup map (needed for transform access array jobs)
- moved NativeArrayEx to Facepunch.UnityEngine plugin, enabled unsafe code, added Unity.Collections dep
Tests: none, code is in the middle of breaking rewrite
replaced missed topology usage
replace topology query in road terrain modification with type query
exported edited 3p beanbag anim and set to loop
Updated mortar animation clip naming and added 3 reloads at different heights
better entry/exit spawning, road positions snap onto mesh (should really be baked into the prefab)
- no middle segment spawning
- need to do more work on defining bridge points and adjusting paths to align better
Clean: dead test code removal
Tests: compiles
Skin pass for hide poncho
Update: conversion to StableObjectArray - step 2, WaterLevel tests
Tests: ran WaterLevel unit and perf tests