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5,458 Commits over 1,553 Days - 0.15cph!

Today
update base_occlusion/optimize_building_blocks
Today
Update testlist
Today
merge from main -> base_occlusion
Yesterday
merge from fix_threaded_logs -> main
Yesterday
Update test list
Yesterday
merge from main -> fix_threaded_logs
Yesterday
Tests to confirm it's fixed
Yesterday
Also capture exceptions thrown on worker threads inside tasks - been bitten by this before: not realizing exceptions are being thrown in async tasks
Yesterday
Fix log messages from other threads not showing up in the console / RCON due to not having a threaded log handler - buffer in queue, swallow on main thread and feed into normal logging callback
Yesterday
Update other conditional model code to take into account null slots in conditionals (since we cache the last state of each conditional instead of only storing the spawned conditionals)
Yesterday
Optimize conditional models to only refresh if they are changed - fixes condition models all being destroyed and recreated every single time the model state was changed instead of only creating and deleting the conditionals that needed to be
Yesterday
Don't hide rooms until they have been invisible for 5s+ (prevents room going invisible as the door is in it's closing animation + reduces churn from rooms being deleted and networked over and over
Yesterday
Move code around, don't unload filestorage since domain reload should handle it
2 Days Ago
merge from main -> base_occlusion
2 Days Ago
Codegen
2 Days Ago
Tests to confirm the interior walls are fixed
2 Days Ago
Fixes to make edge case of interior walls not be hidden
2 Days Ago
Add command to export a building into a format that tests can use (so we aren't spawning the giant base every single time)
2 Days Ago
Add more tests
3 Days Ago
Switch to using EnterPlayMode + DomainReload so the normal shutdown has a chance to run
3 Days Ago
Fix sqlite database being locked in the editor (requiring you to restart editor every time it happens) - force close all open sqlite databases when exiting playmode
3 Days Ago
merge from main -> base_occlusion
3 Days Ago
Network group implementation
3 Days Ago
Compile fix
3 Days Ago
After grab all the changes to building blocks to define faces, edges, etc
3 Days Ago
Grab reserialized building block prefabs first
3 Days Ago
Cherrypick the semi-converted version of full base heating from previous hackweeks - full base heating was supposed to be the prototype of serversided base culling but we doing it in reverse now
14 Days Ago
Fix the 3p animation of the master key being slightly out of sync with the 1p animation when looking at your shadow
14 Days Ago
merge from masterkey -> main
14 Days Ago
Change back to needing to look at the lock with the center of your screen instead of the key model itself as it's too confusing
15 Days Ago
Move "loading saves" from GameSetup -> EditorPref - fixes having to re-save the scene or juggle the file in PlasticSCM every time someone else has saves enabled/disabled or has set a custom save file to load - stores in EditorPrefs per-scene - follows existing behavior: defaults to false unless enabled in the scene - adds toolbar button similar to the "Skip Domain Reload" button
15 Days Ago
Fix alt looking while breaking in sometimes cancelling the break-in progress bar
15 Days Ago
Allow player to alt look around while unlocking the door
15 Days Ago
Another fix for keys being held up to unoccupied doors Fix changed serialized field name losing reference in master key prefab
16 Days Ago
Switch from signal triggering 3p key animation to flag based approach
16 Days Ago
merge from fix_json_registration -> main
16 Days Ago
merge from masterkey -> main
16 Days Ago
Update phrases
16 Days Ago
Code cleanup + remove "out icon" parts of code since we aren't using arrows to show how to look at the key, we are using the animator to guide them
16 Days Ago
Fix opening and closing the door while someone is breaking in cancelling the break-in due to them "not looking at the key" anymore - resets the next time they open the door
16 Days Ago
Fix break in menu option showing (and holding key up to door) while a break-in was active
16 Days Ago
Fix animation transition to hold key up to door not starting right away if the player is partway into the idle animation
16 Days Ago
Don't hold key up to door when looking at unoccupied apartments
16 Days Ago
Update animation controller
16 Days Ago
Upgrade the master key entity from Keycard -> MasterKey - allows us to raise the key towards the lock when the player is looking at the door - show "Insert Key" and detect if the key location on the viewport (0.5,0.3) is looking at the lock, not the center of their screen
16 Days Ago
merge from main -> masterkey
16 Days Ago
Add a comment to fire off a build as phrases ended up not needing to be rebuild after the merge
17 Days Ago
merge from masterkey -> main
17 Days Ago
merge from playermaintainedmonuments -> masterkey
17 Days Ago
Update phrases