115,343 Commits over 3,959 Days - 1.21cph!
merge from triangle_planter
Update triangle planter repair and pickup
merge from hackweek_automatedtesting
XORSwitch tests
Another attempt at fixing list loading
merge from fix_write_varuint32 -> main
Fix the length of NetWrite not being updated when writing a VarUInt32
- caused packet to get clamped to lower length later causing RPC errors if the last thing written was a VarUInt32
First pass adding armour slot item mod to Jackets/shirts/suits/vests
merge from hackweek_automatedtesting
Test list loading fix attempt
Refactor to fix save/load CanAcceptItem bug
Started hackweek trying to investigate why standing underneath a bear rug gives you 100% comfort but standing on top of one only gives you 25% comfort. Discovered that the very old CalculateComfort code gave you the most comfort at the edge of the comfort trigger, so moving away from a comfort deployable gave you more comfort - that didn't make sense.
- Comfort is calculated from your closest position to the comfort deployable trigger, not your feet
- Comfort is calculated as a SmoothStep based on the distance you are from the center of the trigger, with minComfortRange forgiveness
- Increased rug.bear trigger size from 1.1 -> 3, base comfort (solo comfort) from 0.25 -> 0.5 on both bear rug comfort trigger spheres
Going further with this branch will likely mean reviewing all comfort deployables and making some comfortSource tweaks. Would like to explore adding up different nearby comfort sources instead of taking max but wary of performance concerns of generating a data structure every ServerUpdate
Added changeset number, branch name and UTC time to the test results
Can now control if crafted or all versions of an item can have armor slots.
runcategory command can take multiple categories
cherrypicking
112936 Fixed RidableHorse2.VehicleFixedUpdate server NRE
Drone range increased to 600m, max control range 750m
Drone HP 100HP -> 200HP
Add ability to modify crafting recipe of custom items too
- explicitly expose what ItemMods can be modified for now
added a "what uses this in this prefab?" that's only accessible from a prefab view but is way faster than unity's "Find References in Scene"
- prints the whole GameObject.Component.PropertyPath name to make it easier to find in the component as well
merge from hackweek_automatedtesting
merge from hackweek_automatedtesting
Editor compile fixes, removed direct reference to dynamic parameters
Load the test list from asset bundles
Fixed bug causing drawbridge model to go invisible whilst at the end of the bridge looking away (update when offscreen)
- Added box collision to all 3 panes of the drawbridge
- Stop self collision
- Drawbridge Extend/Retract ability now supported by animated building block
- Fixed animator issues
- Recalculate bounds
stickybomb
materials and textures
setup viewmodel and scripts
merge from hackweek_automatedtesting
Clean: removing hanging meta files that I've commited earlier
Tests: open editor
Merge: from main
Tests: none
Removed rocket scenarios parameter codegen, not needed anymore
Restored rocket tests that required editor stuff to run
Now using a Substring to cut off any characters after 25 have been entered. No longer reverts the field back to "Name"
Test methods can now have more than one parameters
Updated all tests attributes
merge from bike_ragdoll_fixes
TestListExporter now serializes all test parameters and put them in the json
Tests with dynamic parameters no longer need to retrieve them at runtime
- so we can now use editor code to set tests dynamic parameters
- tests will execute faster
also added TestDescription attribute
Merge from presets_editor/quality
ensure ragdoll velocity timeout is always initialized in cases where ragdolls spawn with near-zero velocity
merge from triangle_planter
Techtree0 vanilla and primitive updated
Merge: from hackweek_serverprofiler_memory
- Records allocations from all threads
- Displays allocations on separate thread tracks + a graph of total allocations per thread
- Allocations now have last/current method, allocated type and size in the mark's "arguments" - see "current selection" in perfetto
- Allocations now also duplicate in the executing thread to make it easier to spot where exactly in the method it was allocated.
- Graphs of working set and virtual set memory for the entire process
Tests: multiple snapshots in editor on Craggy, single in standalone debug linux server via WSL on 3k procgen map, single in standalone release windows server on 3k procgen map with a harmony mod