140,184 Commits over 4,383 Days - 1.33cph!
Merge from workbench_upgrades
Export the test list before running the tests from the pipeline
Parachute backpack skinning pass
merge from itemslist_search_improvements
Improved search in item list, typing 'wood' will show the wood item first
exported 3p boat sterring anim and added to player animation controller
merge from itemslist_scaling_fix
Improved item list category button text scaling
Update: conversion to StableObjectArray - step 1, AntiHack unit tests
Tests: ran antihack unit and perf tests
merge from itemslist_scaling_fix
Industrial Large Furnace - created icon, added it to the icon generator manifest. Added the furnace to the StorageAdaptorAllowCollisionGroup
Improved items and vehicles list grid scaling, works better with any resolution and different UI scale
tweaked transforms in wood shutters prefab (zeroing)
added WIP kitchen cabinets to apartment prefabs
Merge from whatusesthis_fast_path
Added a faster version of What Uses This that will appear when right clicking script files
Uses text search rather than generating the full project database
Won't appear if the regular "What Uses This" database has been generated as that will be faster than this version
Takes about 25s to find all uses of a script
Merge from broken_glass_col_fix
Merge from lumberjackHoodie_Industrial
Merge from nighttimeduration
Merge from crypt_window_collision_fix
Merge from grenade_input_refactor2
Alternative, much less risky grenade third person/anim fix
Once a player starts aiming, don't let aiming state reset to false until the weapon is thrown (should prevent any anim dithering)
Add a new third person only code path that just emulates the first person logic flow, this should prevent any bugs leaking into first person mode and we odn't need to make any changes across all of the grenade types
In theory synced everything up
Added hover over colour changes to the fake inventory slots
Fix draggins vs clicking detection on existing sell orders
Swapped stats spawining over to GameManager rather than dialog spawn (since it doesn't support nesting)
Finished vending admin panel
- Can open stats again
- Add some new status indicators (drone accessible, has stock, broadcasting)
- Tag toggle supports rust icon
- Add a clear all button to be able to wipe the existing order
- Clicking on an existing order will now modify it
Add styling when dragging sell orders
Adjust interaction conditions, move admin panel to ShopClosedRoot and only use it for opening the store
Supress no orders errors
- Spotlight pulsing
- Fix sell order setup being iffy for the cost
- Fix search bar not working again when clicking on an entry
Don't collapse RendererLODs if there are multiple RendererLODs on the same object
They would end up fighting over the filter/renderer
Add support for skinned mesh renderers to deploy guide, reformat CreateGuideSkin.
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Add angle error phrase for when the mortar isn't placed on flatground
Update icon generator manifest
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merge from mortar_prototype
Add sidechecks to mortar to fix clipping issues, re-parentr most of the checks so that they rotate with the mortar, fix center ground check causing the mortar to get stuck when rotated.
Update: implement StableObjectArray.Repack
- update unit tests to better track consistency of the state
- expand StressTest to validate Repack
Going to start replacing StableObjectCache in code tomorrow. Also gotta stop unit test from allocating, it takes too long
Tests: ran StableObjectArrayTests
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Fix inconsistent mortar mounting on terrain
main -> vendingmachine_ui_refresh