138,673 Commits over 4,474 Days - 1.29cph!

3 Days Ago
Bar Stools - Updated models with LOD0, updated materials with bake textures, updated prefabs with new models
3 Days Ago
set up finished tictactoe sprays and added variations to possibly be hooked up later
3 Days Ago
Fixed some issues with the tone mapping and the lift gamma gain
3 Days Ago
merge from canvasrenderer_warning_fix
3 Days Ago
Removed all the unnecessary canvas renderer components from prefabs using 3D tmp texts S2P apartment complex
3 Days Ago
blocker gib rename
3 Days Ago
Testlist
3 Days Ago
Merge from PlayerMaintainedMonuments
3 Days Ago
Bugfix: batch of bugfixes to Save being not MT safe - removed more Time dependency - replaced Transform access with TransformHandle bypass Tests: TestMTSave - 20 -> 13 fails
3 Days Ago
Merge from main
3 Days Ago
Crate spawning now supports multiple crate types, picked at random. Hooked up all 3 crates.
3 Days Ago
Fix cue not staying in our right hand
3 Days Ago
Removed CanvasRenderer RequireComponent from Graphic, was done by Unity in the latest GUI package update, was reverted when merging with our custom version Updated all Graphic custom child classes to have their own RequireComponent
3 Days Ago
Adding a generic lootroom to be added to monuments that require it. Needs setup to rely on powerplant power.
3 Days Ago
merge from main
3 Days Ago
merge from skinviewer_rotation
3 Days Ago
merge from main
3 Days Ago
Setup prefab variants/entities for all satellite crates. Removed collideders/gibs from source art prefabs.
3 Days Ago
Bugfix: move Signage.EnsureInitialized from Save to ServerInit, as it's not MT safe Tests: TestMTSave - 25 -> 20 fails
3 Days Ago
Merge from PlayerMaintainedMonuments/power_line_changes
3 Days Ago
Bugfix(tests): batch of patches for unit test spawned entities to avoid NREs in Save Tests: TestMTSave - 28 -> 25 fails
3 Days Ago
Merge from satellite_art
3 Days Ago
Merge from crate_timers, tested, working.
3 Days Ago
Reset skin target local rotation on disable
3 Days Ago
Update MB barrels with current prefabs, materials and meshes
3 Days Ago
Bugfix: move CarvablePumpkin.EnsureInitialized out of Save, since it's not thread safe Tests: TestMTSave(CarvablePumpkin) and spawned and carved one on playground
3 Days Ago
more tunnel storage variations
3 Days Ago
Bugfix: batch of Transform replacements with TransformHandle in save code when using Jobs 4 Tests: TestMTSave - 32 -> 29 fails
3 Days Ago
Adding a graffiti in oilrig to explain the PMM logic
3 Days Ago
Corridor collapse blocker - fixed offset concrete collider, zeroed out gibs. Moved collision component to top level of entity to prevent ever-present stage 1 col. Set up LOD chain and disabled shadows for later LODs. Updated mani
3 Days Ago
Bugfix: batch of replacement for Time usage with ThreadSafeTime Only 1 skipped out for now, BuildingPriviledge - that one does lazy-eval, which is problematic Tests: TestMTSave - 42 -> 32
3 Days Ago
Bugfix: BasePlayer - avoid Time.time when evaluating mortarCooldown There's one more issue to resolve, but it doesn't affect unit tests, will resolve later Tests: TestMTSave - 59 -> 42 fails
3 Days Ago
Bugfix: vehicle related Time api fixes - TimeSince and TimeUntil now have a member method allowing to calculate from passed time (to avoid Time.time invoke) - TrainCar uses GetNetworkTime(ThreadSafeTime) overload Tests: ran TestMTSave, 74 -> 59 fails Tests: TestMTSave
3 Days Ago
merge from generic mount subsystem branch
3 Days Ago
Bugfix: don't use cached fuel fraction, just calculate it when saving Avoids TimeUntil sample, which isn't safe in MT Tests: TestMTSave(AttachHelicopter) pass
bot
3 Days Ago
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3 Days Ago
3 Days Ago
Update(tests): another small batch of patches and skips that I missed Tests: TestMTSave 81 -> 75 failures
3 Days Ago
Bugfix: BaseNPC - fallback to original GetNtworkRotation implementation for server side entity It knows how to fetch local rotation in MT-safe way Tests: TestMTSave - 94 -> 81 failures
3 Days Ago
Optimised stage 1 gibs for blast door blocker. Renamed other gib parts to match conventions.
3 Days Ago
Update(tests, editor): last batch of patches and bypasses to spawn entities - Renamed Prefabs editor script into PrefabTools, as it was conflicting with PRefabs.Misc.GhostShip I can finally get to fixing save issues for MT Tests: relevant TestMTSave pass
3 Days Ago
Add satellite_crate.entity, unlootable until fire goes out. Uses the new crate model. Spawn them in at impact instead of previous crates.
3 Days Ago
amend remaining ore bounds
3 Days Ago
Update(tests): batch of various patches and prefab spawn skips Got about 10 patches to apply before starting to fix saving for MT Tests: relevant TestMTSave pass
3 Days Ago
merge from main
3 Days Ago
Fixed skin viewer not resetting models rotation on init
3 Days Ago
merge from skinviewer_rotation_fix
3 Days Ago
Rotated one of the park benches in the playground so you mount it the correct way . Ran S2P
3 Days Ago
Blast door monument blocker - updated bounds and navmesh collision, added LOD chain and set LOD component, fixed gib pivots and assigned phys material, set health
3 Days Ago
Update(tests): skip marker spawning in tests for DeliveryDrone Tests: TestMTSave(DeliveryDrone) pass