13,597 Commits over 2,466 Days - 0.23cph!
Merge from new_achievements_apr26
Merge from iteration_profiler (unity package to measure compile/domain reloads)
Also fixes a web request during every compile in the editor
Renames
Add a skinnable for half shelves and single shelves
Created new hidden/uncraftable base storage horizontal and vertical storage barrels
Added skins for original storage barrels, abyss, warhammer and jungle versions
Can now use the spray can or repair bench to reskin between these versions
Future items can now just mark themselves as skins of the hidden base barrels and they will be treated as a normal skin
No changes to crafting menu, these barrels still appear as separate items there
Fixed code locks on cars disappearing (except for the red spheres) after too many code attempts
Swapped the red sphere material to an opaque version so we don't get weird depth fighting issues
Fix NRE when renaming a demo shot to a name that already exists
Fix case where holstering a mobile phone mid call would result in some inputs being ignored
Remove log when loading player inventories for the first time
Route VM inventory to admin panel
Remove intial vending orders
Initial flow for left over items/earnings being stored (similar process to ReclaimTerminal)
Disable VM broadcast option
Route vm admin to a control panel
Can now paint the sign while interacting with the rentable shop
Fixed game not starting in editor due to silent errors when disable menu UI is enabled
Add a new blend tree to the walk state that is enabled when the relaxed flag is enabled (already used by AI)
Matches existing relaxGunPose parameter but it's a float so we can use it in a blend tree
Fixes patrolling AI jogging in slow motion all the time
Merge from ugc_screen_blur_fix
Fix missing terrain and foliage in report screenshots
Merge from vine_descend_fix
Fixed automatically generated report offensive content screenshot appearing blurry
Fixed kapok branch colliders on wrong branch, preventing vine descending
Ladder hatch open/close sounds now use small sounds template (was medium)
Player model will now switch to swimming animations once water factor is at 0.65 (was 0.5)
This matches the internal player movement behaviour - if the water factor is >= 0.65 we apply swiming movement
Updated conditions on player animator match (Walk <-> Swim)
Burst compile GeneratePipeMesh
Add 26 tests for the new pipe merging feature
Add debug.spawnPipeStressTest convar, spawns a grid of connected industrial conveyors
batching.refresh_pipe_groups will now force a reset of all pipes to the current system
Fix pipe merging conflicting materials
Subtract
147642 (we want duplicated jog animations for better player responsiveness)
Merge from main, no conflicts
New PipeMeshGroupManager, supports merging multiple IO pipes into a single mesh for better performance
Uses the same underlying job system to generate the mesh, just at a bigger scale
Update PipeMesh job handling to use VertexBufferParams isntead of SetVertices/SetTriangles
Saves 18kb of GC generation when creating a pipe mesh
Fixed duplicated job animations in Body > Walk blend tree
Also reset the walk animations to speed = 1
First pass on admin vending machine support
Adjusted texture size of shop A sign so it doesn't get rejected on the server
Fixed OwnerID of entities not being sent out to clients if the old OwnerId !=0 and the new id == 0
Fixed lock logic for signs
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
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Fixed scientists using multiple masks at once, now matches main
Fixed AI not being able to be spawned inside of WakeAI zones if in an editor scene
Awake was happening before the local server was initiated and throwing an exception so it wasn't getting query events
This is an issue on main but it's blocking quick testing on this branch so I'll do it here, could cherrypick this change to main if needed
Fixed grenade anim override not using throw animations
Fixed holster info bone name not working if supplied bone was spine4
Mountables can now toggle between the legacy vehicle aim yaw system (0-1 range going counter clockwise from forward) or normalized (-1 to 1, 0 straight ahead)
Exposed as an accessor for now, not in the inspector
Fixed submarine passenger seat spinning
Fixed snowmobile passenger seats, had to mark sit pose animations as loops
Remove redundant GetMountedAnimationSpeed override in BaseVehicleSeat.cs
Don't show parachute canopy on legs renderers
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Scientist2 and ragdoll now use PlayerModel.fbx as their base for better future compatibility
Fix recycler not unpacking any attachments/ammo if a weapon was inserted while a recycler was already on (already happens when recycler is turned on)