128,934 Commits over 4,232 Days - 1.27cph!
    
    
    
        
            
            
            
                
                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)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Consolidated into new lighting prefab.
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                When npc aim at the head because the body is occluded, do not check again if the head is visible, shoot anyway
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix scientists trying to shoot through glass on ghostship, the glass windows were setup incorrectly (using the transparent layer instead of world)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Centralize logic that checks if a npc bullet will be blocked if they fire
 
                
                
                
                
                
             
         
        
            
            
            
                
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                Remove disabled gameobject from new UI
 
                
                
                
                
                
             
         
        
            
            
            
                
                Another attempt at fixing new scientists unable to shoot the player's head when it's the only thing poking out
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from ui_improvements
 
                
                
                
                
                
             
         
        
            
            
            
                
                M4 shotgun spawns inside hackable crates again
L96 chance lowered
 
                
                
                
                
                
             
         
        
            
            
            
                
                Reduced autoturret loot chance (increased too much last update)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Removed blue keycard from outpost vendor
 
                
                
                
                
                
                    
    
        
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                Boat Vendor now sells DPV for scrap
 
                
                
                
                
                
             
         
        
            
            
            
                
                DPV now requires metal fragments rather than HQM to craft
 
                
                
                
                
                
             
         
        
            
            
            
                
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                Fix scientists reacting too slow when fighting a player that hid and getting shot in the back by another player, hook new scientists to Server.pveBulletDamageMultiplier
 
                
                
                
                
                
             
         
        
            
            
            
                
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                Optim: crate_underwater_* - only sync positions once freed
Should save us 0.7ms on 4.5k server
Tests: untied basic and advanced crates on Craggy and observed them raise up
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Bugfix: disable Drop To Ground on spawnpoints for junkpile_water_* barrel spawns
Some were incorrectly placed leading to barrel spawning on the ocean floor.
Tests: spawned on craggy, inspected a bunch of junkpile_water_*, none had underwater barrels