111,967 Commits over 3,928 Days - 1.19cph!
Hill cliff progress / better erosion / additional large hill cliff variants
Elevator Vehicle Parent -> Main
Stop the bouncy floor again
Re-enable clipping checks
Allow bikes to bypass them the same as horses
Lift up elevator collider to prevent clipping - which in turn is unparenting bikes on the elevator
Fixes on jungle ruin kits. Changed ruin wall caps to atlas.
Undo changes to old wolf animator
Remove debug draw and replace constants with convar
First pass on wolf combat behaviour
Fixed tin can alarm triggered multiple times when crossed while mounted to a vehicle
Merge from runtime_profiling_rcon -> main
Refactored wire checks and fixed a missing Pool.FreeList
Update: Fixing all deprecated uses of Pool since merge from main
Tests: built all targets
Update: merge from main
Tests: built all targets
Added tin can alarm to T1 tech tree
Updated craft recipe
merge from pickup_item_number_size
merge from SBToolCupboard
merge from homing_spectate_fix
merge from patrolheli_fixes/dmgfx
merge from hurt_overlay_changes
unique environment - lake_a scene setup
Make sure you can't adjust the wire slack if you don't have a pending wire, will limit accidental slack changes
Sike
Buy sound now invoked on the vendor game object as a whole rather than the machine inside
Adjusted to a tiny sound
Placeholder logic to have wolves react to another wolf being hit nearby
DPV 3rd person animation updated and sit DPV paramameters edited on the playeranimation controller so the anims kick in quicker
Add convar to toggle fsm logging
Update: Pool uses warnings instead of errors for deprecated API
Motivation: This will prevent causing errors for our modders/existing plugins and send a message that it needs to be updated. I'll remove these deprecated APIs next patch cycle.
- Also removed a couple TODO since they're either not viable for now or complete.
Tests: none
Increased sound radius
Parking changes for now
Update: Replacing all calls to Pool.GetList with Get<List<T>>
Now that we're cleaning up lists automatically when we call Free or FreeUnamnaged, GetList lost it's use. Replacement was done via regex + added using namepsace statements where missing. This affected ~740 cases.
Tests: Built all targets.
Added Natural Dye set and some colours
Hair Dye properties work with the standard shader (just colour for now)
Hair Cap no longer does incorrect gamma adjustment
merge from temperate cliffs rework
Fixed vehicles and trains not triggering the alarm
Added a 1 second delay before the same entity can trigger the alarm again
Merge from dynamic_vendor_pricing
Clamp PriceUpdateFrequency
Close the recorder window after completion.
Fixed the tunnels no build volumes I missed
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Rename context menu.
Support finding deployable item prefabs.
Cleaned up batch render process visually (tidily reset rotation, toggle rotation, delays, etc).
Strip out blank URLS.
Update: Marking Pool.GetList as obsolete
- Also bringing back list clearing on GetList invokation - to avoid breaking mods suddenly
Tests: built all targets
Update: Changing ProtoBuff codegen to use Pool.Get<List<T>>
This eliminates 680 cases of GetList<T> use, which is about 40%.
- CodeGenerator built in debug conf with commit 7d37b927 (FreeList-Depr branch)
Tests: built all targets.