129,991 Commits over 4,201 Days - 1.29cph!
Moved all test runner convars to DEBUG only
- Save drone accessibility state to the vending machine flags
- Recalculate if any physics neighbours change
Update: ISubscriberStrategy.GatherSubscriptions outputs whether it has fully or partially gathered subscriptions
- all existing implementations report "full" gathers
This feeds into whether we'll stop running UpdateSubscriptions or not. Will use this to throttle-and-prioritize cell streaming to spectators
Tests: editor compiles
sound changes on 50cal PT boat guns
including water depth in shallow water velocity scaling
Make sure the shore vector array is not filled with NaN values when water system is null
Actually we can't use ResetStaticFields here, its in a DEBUG define
Added the ResetStaticFields method in TestRunner.cs
merge from puzzle_reset_changes -> main
ResetStaticFields on TestRunner
Jump improvements:
- Setup ladder triggers around junkpiles to make jump ups easier
- Add kinematic rigidbodies to junkpiles (better collision detection)
- Boyancy point improvements
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Adding m92 refresh viewmodel rig
Make radiation sphere outer range gizmo yellow so it's a bit more clear which puzzles have radiation at a glance
Add `drawpuzzleresets` convar so you can ddraw the puzzle resets & radiation ranges at runtime
- will only show to admins who are inside the reset ranges
- will update every 10s, based off puzzle reset code
Updated folder paths, updated test list
merge from cargoship_cameras
Update network groups of cargo cameras inside the main cargoship movement update
Fixes an issue where they stop working after cargo left its original spawn position
Renamed Tests folder to AutomatedTests
Wrapped all the test code in #if DEBUG
Merge: from networkpositiontick_reduce
- Optim: buoys, containers, water-junkpiles and vines no longer always replicate their position. Reduces number of NetworkPositionTick invokes from 2309 down to 522 on 4.5k map
Tests: interacted with each prefab type, observed up close and from afar
Update: codegen
Tests: editor compiles
Cherrypick DDrawCommand from naval update
exported updated 3p chainsaw anims, also setup chainsaw entity to use r prop and removed offsets translation/rotations from the lods
merge from deepsea_height_data
Bugfix: profile.CountSyncMoveEntities - check if invoke handlers are not instantiated
- Also add a total count
Tests: used it while swinging from vines
undid temporary boat code, now using heightmap queries regularly
simple deepsea/mainland heightmap query split (5th iteration of it)
- currently limited to positional queries, normalized coord queries map directly to mainland data still
- also fixed issue with deepsea shorevectors where they weren't being rotated into worldspace properly and still pointed in localspace directions
rebaked tropical scene shore data to include heightmaps
Optim: VineSwingMountable no longer syncs positions by default
Should save another 0.7ms
Tests: Swung across multiple vines in playground_vineswinging, descended on one to ground
Fix exec command attributes, add `bot.exec_command_all` to execute commands on all bots.
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Add `bot.exec_command` and `bot.exec_command_sphere` to execute commands on bots.
Knight Armour vest and pants repose.
More setup and experimenting.
Fixed FindPrefabPathsByLabel returning assets that contained the target label ("BaseVehicle" was returning assets with "BaseVehicleSeat" for example)
correcting for height data normalization, denormalize with baked info and renormalize to current world size on application
- lets us be consistent with how we interpret height data betweek deepsea and mainland
Missed some floating walkway commits
Fixed glass mesh layer (transparent > world)