111,828 Commits over 3,928 Days - 1.19cph!
Added a button to mute the alarms ring sound
When adding a new alarm, set its time to the current time + 5mn
Rebuilt native libraries with Debian 10 for backwards compatibility
renamed to divesite e, added rope, barrels, fish shoal, set dressing
Actually add water body to the topology map. Water bodies marked as lake/river should now be drinkable as expected
Use ShowErrorToast instead of ShowToast
Only update the wolf's path if the new destination is far from the current one
Fix incorrect "too many subscribers" error message when trying to pair a smart alarm you're already subscribed to
Change Rust+ pairing error messages to use toasts instead of chat
Clean up wolf path following logic
Updated Wolf ragdoll prefab. Adjusted joint limitations and updated head and spine collider.
Merge: from main
Buildfix for camera shake
Buildfix: ifdef out ExplosionScreenBounceFade logic
Tests: built all target modes, all green
Modify wolf senses and targetting to be lazily evaluated on demand, instead of ticking
Reapplied effects - explosion to main camera.
Explosive prefabs facelift WIP.
Merge from patrolheli_fixes/dmgfx
Make sure we take damage from decay too
Added an admin convar to draw wallpaper health on screen 'buildingblock.debugwallpaperhealth'
Fixed explosive and fire damages not damaging wallpaper
Reduced melee and fire damage protection
Merge from obb_check_fixes
- test framework version bump 1.1.33 -> 1.4.4
Fixed DoPlace rpc error when deploying something while not looking at any entity
Buildfix: removing usused using declarations
Will trip up PC build
Tests: ran PC build locally
Fix wolf not spotting nearby preys in some cases
Added textures and material setup
Disable leftover debug displays
First pass at wolf unreachable prey behaviour
Wallpaper item description
Tweaked craft time
Folders cleanup
Codegen, manifest
Updated wallpaper skin ids (was colliding with new skins released recently)
Add other primitive items to bow editor loadout
Cleanup, remove debug logging.
Fixed server deployable mismatch check
Added the entity netID to GetDeployable so the server WallpaperPlanner can get the corresponding wallpaper deployable
Fixed pickup and reskin possible through walls, make sure the player is aiming at the soft-side of the building block
Fixed deploy mesh mismatch when looking around
buoyancy cycle doesn't use transform autoSync and syncs once at the end
initial jobified ocean height queries
- ran directly from the main thread, scheduling would be slower here due to number of queries made in different locations
- using a flattened native copy of the ocean sim data that needs to replace the managed version
Buildfix: unexpose a variable
Leftover that I missed during cleanup, somehow tripped up the build.
Tests: Build in all modes - pass. Ran unit tests - pass
Option to disable input during rendering (default to disabled)
merge from Pool_Remove_FreeDynamic
Tests: ran new CompanionServerTests 10 times, all green
Bugfix: Close socket properly instead of aborting during test teardown
This is slower, but avoids tripping up the companion server that's polling on data and suddenly gets unexpected remote closure, triggering an exception.
Tests: ran the batch of tests 10 times, no failures
Merge: from main
When testing on main, suddenly discovered that 3rd test batch run would produce an error.
Tests: ran CompanionServerTests multiple times, 2 green batches, 1 red (on teardown) - will fix in next CL
Merge from Entity_Query_Improvements
Fix wolves being able to pick "valid" but unreachable destinations when roaming