125,756 Commits over 4,109 Days - 1.28cph!
Implemented steam inventory new modals
Ripped out the old systems, lots of refactoring
Still wip
¬ Clean up icon render scene - random new objects and prefabs enabled
Buildfix: rename UnitTests.WaterLevel to WaterLevelTests
It was colliding with a non-namespace WaterLevel and causing a headache
Tests: editor build in C+S
revert_ui_slider_merge_issues -> main
Dont stomp new ui volume slider
Fixed that sky brightness boost right after sunset.
Cleaned vcloud defaults from climate.
merge from frontier_external_fixes
Update: refactor TestConsistency and make it cover a larger area
- increased proj velocity, as it was possible for proj to start inside the shield, breaking validation
Tests: ran unit test
merge from abyss_containers
merge from lookingat_improvements
merge from feedback_report_enum_fix
merge from fridge_texture_res
Update: TestConsistency now validates repl projectiles as well
Test: ran the unit test
main -> patrol_heli_revision_2
Correctly show loading screen when disconnecting
Swap default OpenMainMenu to use the async version
Cherry pick
124380, fix memory leaks when vine tree falls or animal spawns
Update: TestConsistency now passes
- validates auth proj hit their players/shields
- added utility that helps revalidate projectile hit and get more info (auth only for now)
Need to expand to re-validate non-auth hits
Tests: ran projectile consistency test
reconfigured fluorescent ceiling light physics configuration
- using configurable joints for better motion, small linear limit for better motion and positional drive on the Y to stop it flying through the ceiling
- added toggle to reduce sleep threshold on CeilingLights
- needs a line renderer setup to replace mesh cables
Fix other pooled list leaks
Fix more pooled list leaks
Add missing "using" to properly free the pooled list in State_Flank
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fixed lods for hanging bulbs
fixed material order on lightbulb
Update: wip fixing the consistency test
- fix invalid tracking of on which frame a hit is expected
- extra validation code to confirm hits to expected players - revealed missmatches
Need to redo how I setup the players to avoid random overlapping
Tests: ran the test
Fix Il2CppEagerStaticClassConstruction doing nothing because it had the wrong namespace
foundations for legacy wood external gate store page
Reduced material IDs in remaining floating walkway pieces
Update Abyss pack to include barrels
Merge from console_recover_changes
Clearing whole inventory now replies with the affected player's name.
Fix for command "clearinventory playername" with no additional parameters not clearing anything on the target player, now clears entire inventory.
merge from save269 - Staging wipe
Merge from manifest_insert_inspector
Added a warning to the top of the editor inspector if an editors prefab id is incorrect, with a button to fix it
Added a manifest info foldout to all entities, shows whether the entity is in the pooled strings and entity list in the manifest
If entities are missing from these lists, buttons are displayed that will insert the values into the manifest without needing to do a full manifest rebuild, saves about 5 minutes when creating or duplicating a new entity
Add some placeholder cables
Physics based ceiling lights now reset their position/rotation after 15s of no damage
Setup two joints on the fluorescent light