111,922 Commits over 3,928 Days - 1.19cph!
Adjusted AreaCheck and SphereCheck socket mods default messages
Added detailed fail messages and/or re-order priorities on a few item prefabs
- Tool cupboard
- Water pump
- Drone
- Fish trap
- Floor spikes
- Gravestones
- All seeds
fix for small and large planters missing underside faces
Fix fuel tank mesh collider not being readable
Remove some more allocations and add more profiling
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Explosion post profile & file org.
merge from spectate_blackout_fix
Fixed spectator getting a black screen when the spectated player dies
tin can alarm gibs colliders
Fix a collider's cached monument not being invalidated if the collider moves
- no evidence of this happening but best to be safe
Rename `MonumentColliderTag` to `CachedMonumentComponent` to make it a lot clearer what it does
Add `GetOrAddComponent()` to ComponentEx instead of using the VLB namespace
New: Starting set of CompanionServerTests
A set of functional tests that validate operation of CompanionServer (Rust+). This only covers 3 request types out of 19, but proves that this should work in principle. Next up is adding the remaining tests and making it safe in regards to server-client modes.
Tests: Ran new unit tests - they pass.
Added a setting for errror toasts to be displayed on top of everything, so they can be seen when the in inventory and other menus
Set a few of them to show on top
Multi-thread navmesh building, making the recast side computations almost negligible
Ported ExplosionScreenBounceFade
More error messages localized and toasted: legacy deployer, vending machines, spraycan, inventory
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Separate navigation building steps so it's easier to multi-thread
Vehicle locked/unlocked messages localized and toasted
Add option to build navmesh asynchronously, add more profile markers
Player inventory, storage containers and player belt fail messages localized and toasted
Minor socket mods fail messages tweaks
env_fish correct values on main camera
Fixed missing PreventBuildingMonumentTag on all caves prevent-building volumes
- fixes the tin can alarm not deployable in caves
- fixes barricades not deployabled around caves
Ran S2P on all cave scenes
DPV Beacon light
LODs and material/textures
Beacon light prefab setup
lake b and c builds, unity scene setup
Localized and toasted repair failed errors
Speed up navmesh generation by using arraypool instead of a massive buffer
Refactored and renamed a bunch of stuff so we can use these toasts for any type of gameplay errors (building, item movement, etc)
Fix memory leak and add more profiler coverage
Localized server side building errors
Moved them out from the chat to the new toast UI
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New: Adding Server unit tests foundation
Sadly, they're not fully functional now - the client and server connect to each other, but the full client handshake doesn't happen. Will chase this up after I setup companion server tests (what I originally intended to test).
Tests: none, as I know it's borked
Add option to disable verbose log and add profiler markers, reduce gc allocs
Save and load navmesh as part of boostrap and saverestore flow, lower voxel size for tiles that only contain terrain
Merge from homing_spectate_fix
Fixed a Teams UI exception when first person spectating in a demo
Hopefully fixed the homing launcher UI staying on when changing between perspectives while first person spectating
Merge from spectate_blackout_fix
Fixed spectators getting a black screen
Merge from underwater_cinematic_blur_fix
Show the water line but increase the blur distance to 25m in cinematic mode