142,888 Commits over 4,383 Days - 1.36cph!
reorganised tier 1 so fbx's live in models folder
added empty states for each workbench upgrade for progressive upgrades
this preserves original visuals whilst allowing for upgrade placements.
updated stripped back tier 1 workbench
Apply similar rounding to recycle bin effect as the recycler, to calculate nice chance of refund
Merge: from objectworkqueue_valuetype_allocs
- Optim: eliminate allocs from value types used in ObjectWorkQueue. Needs manual changes to be eneabled
Tests: none, trivial change. Checked IL
missed couple of texture files
WIP on penthouse apartment carpets, walls to test layer blends, textures, decals, etc
Hooked kiosk poster sign textures back up
updated protorype icon and .item prefab to link to proper icon now
Removed obsolete kiosk blockouts
Restored blockRectTransformChange in TextMeshProUGUI, used by ItemPickupNotice
Restored FixCaret because looks like its still needed
added first pass of rentable kiosk c
Shaders update, stripped mobile and sprite shaders we dont need
merge from automated_testing
Moved up if DEBUG in TestRunner.Pipeline, TestRunnerWindow, TestMemoryCell and TestSolarPanel
Removed NUnit refs in TestPlayerBoat and RHIB
Adding / moved #if DEBUG in a few automated tests (Unity 6 server build failure tests)
Relinked third parties using the TMP assembly
Removing -quit param for unity test method to allow async tests to run properly.
merge from automated_testing
Quit the editor once the test pipeline run is done (the method is async so we cant use -quit)
Remove toolbar settings, toolbars are now be toggled through unity's new drop down so this whole thing is obsolete
Rewrite toolbar extensions in UTK, remove old toolbar extender.
Refactor terrain alphamap to packed bools in bytes
Hacked in a simple way for one shot animations to notify a looping animation to rest, so we don't transition back to a loop half way through (mid yawn)
Added property drawer support for referencing animation sub systems, renders them as a dropdown using a new subsystem name field
Refactor RandomLoopAnimSubSystem to just use two handles, release and create them on the fly as needed
Much simpler state handling
Fixes for assigning guests
Add PickAFriend dialog to the apartment rent terminal
merge from lookingat_io_qol
Cherrypicked 143119: Updated UpdateLookingAt to ignore IO entities that arent matching the wiretool type you're holding
Network list of owners and guests to apartment room owners
Add support to authorize guests on your room
merge from automated_testing/skins
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Add minimum rent to apartment prefabs
"Strip LODS of selected' will no longer delete ObjectMotionVectorFix components
Added an error in the skin inspector when display name is empty
Added a new test checking all skins have a display name
Added display name phrases to the new barrel skins
Empty display name is causing NRE when generating skins schema
Remove r_lod from dxsupport.cfg
* Also added descriptions to relevant convars
* Reduce ATI/NVIDIA unknown mat_forceaniso to 8 from 16
Fix skipped shadow updates breaking further flashlights
Fix Lamp becoming missing texture for split second after dupe
Fixed alphatested brushes not rendering in SSAO pass
Add r_DrawModelLightOrigin to console quick actions
Fix light origin on weapons for local player in 3rd person
Remove headtrack_reset_home_pos from newbindings.txt
Fix Gravity Gun crashing clientside
More minor fixes
Remove r_lod from dxsupport.cfg
* Also added descriptions to relevant convars
* Reduce ATI/NVIDIA unknown mat_forceaniso to 8 from 16
Fix skipped shadow updates breaking further flashlights
Fix Lamp becoming missing texture for split second after dupe
Fixed alphatested brushes not rendering in SSAO pass
Add r_DrawModelLightOrigin to console quick actions
Fix light origin on weapons for local player in 3rd person
Lets try undoing changes to CFuncMoveLinear
Remove headtrack_reset_home_pos from newbindings.txt
Fix Gravity Gun crashing clientside
More minor fixes
Fix "Rent Due" not showing