143,373 Commits over 4,383 Days - 1.36cph!
New Sounds added for the Salvaged Cleaver refresh
Disable new navmesh by default, use command line argument "-useNewNavmesh" instead of convar to make it impossible to change at runtime (as it's not supported)
Bowless Crossbow - added worldmodel with arrow mesh for 3p rig
main -> server_browser_update_2
Merge from workbench_upgrades
Add poolable to upgrade visuals
- Codecleanup
- New binocular effects toggle at night
Flagged tests that need to be ignored by CI
Batchmode testrunner is now using a dedicated CI testlist by default, can be overriden with any testlist by adding a path to the +autotest command line
CI testlist is generated when we generate the regular test list
Tests can be excluded from CI with the ExcludeFromCI attribute
Test parameter can be filtered too with FilterForCI in TestParameterSource
Do not build the unity navmesh when in recast mode
Assert inside all recast methods that the useUnityNavmesh is false
Progress on parquet floor (replacing concrete floor) in penthouse apartment
Fix generic overlay scaling causing mortar UI to scale the wrong way
Add reset static fields to base screen shake
Quick icon panel cleanup.
Static RPC guard.
merge from placement_ignoreentity
Added an ignore entity field to Construction.Placement that can be used by socket mods down the line
This allows us to ignore the entity being upgraded/reskinned when running SimpleUpgrade::IsUpgradeBlocked. Fixes large furnace reskins always failing
Make useUnityNavmesh convar only work on server start, do not build recast navmesh if it's set
Merge from SalvagedRecycle - Fixed salvaged workbench upgrade not recycling into anything
- Stop unity complaining about main tex
- Ensure ping markers show up
Fixed salvaged workbench upgrade not recycling into anything
marketplace set dressing backup
Remove unused WS methods, fixed more usages of subNavmesh in unity mode
Updated Freestanding Sink Prop Textures
Move mortar shell visual to the prop bone on mortars
Fix cases where rotation could still be using recast in unity mode
Industrial Storage - tweaked icon settings in prefabs
Merge from workbench_upgrades
Fixed a few more test issues causes by correctly testing all benches.
All tests now pass.
changed bowless crossbow steamid to
10492
Fix other cases where it was possible to fallback to recast code path when agent is null but useUnityNavmesh is true
merge from weapon_refresh_salvaged_cleaver
Bunch of text fixes.
Tests now correctly run on all 4 benches.
Tests now output which bench failed a test.
manifest, fixing industrial garage doors not skinning
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Fix old animals dying when spawned on a navmesh tile that has yet to be built
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merge from batteringramhead_health_fix
Fixed battering ram head not showing its health
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Increase prototype fail chance to 25%