129,904 Commits over 4,201 Days - 1.29cph!
Fixed missing fridge power plate in skin viewer, removed the skin viewer bespoke model and use the game model instead
Fixed Owned tag overlapping with header text on skin tiles
More cleanup, dont use the packing queue for reloading
initial setup of rpg7 anims for player update
Update: bring over jarryd's
124139 - BasePlayer.ToggleNetworkPositionTick
Slightly different form - lets us save on the IsInvoking lookups, fixed a bug with fixed time callbacks
Tests: booted on craggy, pushed a car, observed buoys and junkpile_water movement
Wire up the tooltip text
Add some phrases for each of the states
Crappy wheel detection, will need changed in future
Items in the cart are now translated correctly
Fix analytics not including monument after server restart
- it still was including the name of the SpawnGroups so it was sorta useable
- switch from using the PuzzleReset entity to using SpawnGroups
changes on PTBoat single and double turret fire actions
Fix some broken flex stuff in the boat building hud prefab
Make puzle reset radiation bypass armor similar to how oil rig radiation works
Add `Time blocked by radiation` to analytics
- fix analytics total time not including time blocked (you could calculate it in analytics but better to report the correct time)
- renamed to 'time_blocked_total' so easier to backfill
Fixed placeholder Sail description, also fixed the minigun description typo
Fixed codegen errors. Bunch of uncommited stuff. WIP stuff
Fixed gallery arrow showing up in the soundtrack DLC page
M92 weapon refresh model and wip textures
new boat building requirements ui
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merge from skins_ingameicon
merge from qol_perf_formatting -> main
Set locomotive and workcart canvas LOD component as dynamic
merge from ui_overhead_optims
Rename ServersideMountedWeapon to MountedWeapon
- switch performance text to show fps + ping at level 2 & show ping below like before at level 3
- add GPU time to level 6
- rename TicksToNS because it should have been named the inverse
- hardcode to 100 since we only use it for TimeSpan ticks, not Stopwatch ticks
Merge from horse_medsyringe_healing
Improve reliability of scientists grenade throws:
- replace capsule collider with sphere collider, centered, more predictable bounces and less risks of getting caught on geometry
- "explode" on impact, reduces cases when the grenade lands next to player but bounces into the sea
Revert transform and collider changes that somehow snuck back in
Fix compile errors and reduce speed gained
merge from qol_dump_improvements -> main
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merge from main -> qol_dump_improvements
- Horses can now be healed with medical syringes, in the same way we can heal other players
- Medical syringes act as performance enhancing drugs for horses, giving a temporary boost to max gallop speed and a small replenishment of stamina (horse drugs are in Rust now)
- Bandages do not work on horses - only syringes
- All of above subject to change
- Modified MedicalTool so that it can work for other entity types other than players. Added IMedicalToolTarget which we can attach to entities which we want to targetable, and handling per entity is now done on the entity rather than on the MedicalTool
- Add TryGetOwnerPlayer to HeldEntity and TryGetEntity to BaseNetworkable as slightly neater ways of calling their respective methods
Fix up/down arrow keys updating the label in the console input field even though they're unused.
BBS build area volume fixes.
More test block uipdates.
Remove spammy debug drawing.
Add: profile.CountSyncMoveEntities server var
Reports number of "Sync Positions" on the server. Some entities don't get into saves, so this is the only way to see what's putting pressure on InvokeHandler
Tests: ran it in editor on craggy
Add more playables null checks
merge from main -> helicopter_flare_balance_pass
setup chainsword 3p anims
Bugfix(editor): if invoke throws, don't lose Profiler.EndSample
There's bigger problems out there, but this was making profiling a bit annoying
Tests: loaded playtest save and profiled it in editor