142,211 Commits over 4,383 Days - 1.35cph!
Initial customer vending panel wireframe
Prototype terrain holes using stencils for better resolution
Create terrain only depth prepass (also stops unity overwriting stencil state) after HoleShape pass where stencil mask is written
Change terrain shader depth test to Equal (failing where prepass stencil test fails)
Change hole renderer to use cubes or triangle prism configs
Add HoleShape assets for minimal cube and triangle prism vertex positions and triangles
Dynamically duplicate HoleShape meshes (with vertexID based instancing) to meet min vertex count for efficient instancing
Improve HoleShape inspector with adjustable sliders
More Large Apartment Kitchen Cabinet and Cupboard Paint Mask Tweaks
added missing deploy anim events to the tools anim clips
wip industrial crafter support for upgrades
Updated defensive workbench description (Now clearer it doesnt work on everything)
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Fix third person player sounds not working correctly in spectator mode
Fix previous commit breaking the cycling order of the camera viewmodes
Merge from workbench_upgrades
Fixed main menu social button considered visible all the time, causing friends menu to rebuild every 15s
Fixed persona change triggering full friends list rebuild
fixes stutters mid game for players with large friend lists
Set item ownership for bonus items
removed 4 frames off the 3p SAP reload anim clip to match viewmodel reload timing
Prisoner hood ragdoll fix
exported edited pick axe 3p anims
Dart animation exports on new rig
Got the new UI set up for the LOD Baker tool to support multiple source meshes
merge from /mfm (merge from main)
Codegen, proto gen
Manifest
Merge from main
Keep source on generated stuff
Keep main version of ParticleTestMap
Merge automatically: Sceneloader.Monuments.cs, engine.json, InvisibleVendingMachine.cs
Bump ApartmentRoom proto to 227 to avoid id collision with Workbench
Merge from workbench_upgrades
Efficiency workbench upgrade now creates bonus item with the same skin as the source item.
compile fix - missing debug ifdef around test fixture
rebalance PlayerBoat drag-by-angle, more pronounced differences with shape (more impactful on larger boats)
merge from automated_testing_ocean
Adding in talk animations for general and host gestures
Large Apartment Kitchen Cabinet and Cupboard Paint Mask Tweaks
main -> vendingmachine_ui_refresh
Merge: from stableobjectcache_taa_nulls
- Update: Replaced StableObjectCache with StableObjectArray, updated TriggerParent, Projectiel batching and server player processing to use it
- Bugfix: fix for "Adding null to TransformAccessArray" warning
Tests: unit tests, 2p session on Craggy with jumping on boat, shooting, conencting-disconnecting
undo subtract on the correct branch
subtract, these changes were supposed to go on a sub branch :facepalm:
Implement blending between 3 load anims based on angle, remove pitch/IK blend curves until its stable, abstract creating/releasing reload handles
Update(tests): add validation of StableIndexLookup to StressTest
Tests: ran unit tests
Clean: delete StableObjectCache, no longer in use
- fixed up const references that I missed
Tests: compiles
Update: add missing NativeDisableParallelForRestriction to BasePlayerJobs.RecacheTransforms
Tests: none, trivial change
merge from analytics_memory_alloc_optims
Update: rewrite projectile batching to use StableObjectArray instead of StableObjectCache
- internal statics are now initialized and cleaned up on client connect/disconenct (+ scripts reload)
- had to sprinkle container access checks due to indirection
This was the last user of StableObjectCache, will rip it out next
Tests: ran unit tests, 2p craggy test with shooting (confirmed fly by effects, ricoches still happen)
Machete inventory sounds added
more info in drag table test
added missing deploy/reload anim events to weapon anim clips
Update: rewriten TriggerParent to use StableObjectArray instead of StableArrayCache
- ran codegen
- made DisposeInternalState run on assembly reload
Tests: built a boat, jumped on off - no issues (except the boat not moving, but a separate bug)
Visual spawn points wb1 test
Bugfix: ensure PlayerTransformsAccess stays in sync with PlayerCache when players are removed
- also removed safety if as it's obsolete after recent change to cleanup player before shutting down the server
Tests: had 2nd client connect-disconnect to me on Craggy (though technically it's not enough, I'm relying on unit test logic)
merge from automated_testing
Removed some old ad-hoc entity cleanup methods in TestTrees and TestRockets