134,086 Commits over 4,444 Days - 1.26cph!
basis of test to print table of front-on drag of a set of different copypaste boats, going to be used for retuning drag-by-angle values
Industrial Autoturret - Updated textures
Fixing skinning for lumberjack hazmat
New gesture animation polish pass
merge from waterwheel_deployable
fix label of new io info on item
Workbench level 2+3 loot panel assignment
fixed missing texture on tier 2 workbench
Add a workbench vitals prefab with the new setup, replace existing ones with it.
drag consistency fix
- track generated rays on each drag projection plane, in some situations it could result in generating an extra ray and alter drag values
- all tests now passing
Ton of general workbench client/server compile fixes
Merge from chainsaw_hotspot_gathering
Fix server log when throwing items at trees and ore nodes
Add a convar to gate the icon display behaviour.
Switch to FacepunchBehaviour. Reduce icon tick and move it to invokes.
stripped back workbench 2, added new corpse
Move all standard shader inputs into one cbuffer, guard other files with #ifdef (included through `Standard.cginc`)
Update prefab MetalIceVest
IceMetalChestplate and IceMetalFacemask setup
workbench tier 1 corpse update
WIP show icons of equipped upgrades in workbench vital panel
Bugfix: protect network group networkables access since it's lazy initted now
Tests: opened deepsea on craggy, ran `deepsea.printentitycount`, flew around craggy and open waters, entered and left deep sea, killed scientists from far away
added test case to retest specific known-failing drag consistency tests
- adjust TestFixture to allow it to run non-public test methods so my dodgy BoatRotFailSetup test parameter struct doesn't need to be public
Merge: from main
Will need to subtract some stuffs
Remove conflicting shader directory
Set up layer structure in new prototype shader
Split StandardLayers into types and functions
Cherry-pick new standard shader prototype
Added the default light cookie for spot lights and a white cubemap for point lights that don't have a light cookie assigned
Added support for custom light cookies when shadow caching is enabled
Merge from terrain_renderer
Fixing ocean topology floodfill not reaching certain sections behind road crossings
Rentable shop first pass setup, just setting up verison A for now
Can open and close the shop via E for now
Enabled/disables appropriate roots on the prefab to hide/show shutters, interior contents, etc (bonus side effect, we can disable all of the interior set dressing while the shop is closed)
Spawns a shopkeeper and invisible VM when opened