140,577 Commits over 4,383 Days - 1.34cph!
Fix cooking tests failing
Improve the existing ones, add a note to expand in the future
Clean: cache span from ActiveTriggers.Objects
Tests: none, trivial change
main -> vendingmachine_ui_refresh
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removed uneeded anims events from some 3p anims
Merge: from terrainkick_nre_fix
- Bugfix for NREs caused by kicking players(invalidating iterators) while looping over StableObjectArray
Tests: kicked self through clipping in terrain - no NREs
industrial electric furnace
- gibs
- corpse model
- updated prefabs
- ran manifest
Optim: Avoid double indirection when looking up active triggers
- enabled by use of invalidating RemoveAtSwapback
TriggerParent.StableIndex is only const during a frame, it now can change between frames
Tests: built a 3-piece boat with a ladder, jumped around it
Updated player update animation import preset
exported edited 3p swimming anims
Test placement for accelerate. item setup.
merge from automated_testing
Added category selection to the test runner window
Fixing prisoner hood skinning and missing LODs
Pool table animation clips - loop and prop pass
engineer table stripped - updated
merge from automated_testing
Fixed TestConveyorSplits and TestConveyorTransfer failing during setup because of stability
All entities were spawned at 0,0,0 together and groundwatch was killing them
Now setting server.stability to false in setup
Updated some old client tests to use scoped convars
SetUp and TearDown can now fail the test is they throw
They run using ExecuteTestInternal like the tests
Test runner window now supports repeated tests
Update wolf population asset with new convar
Add worldmodel component to binoculars worldmodel
Add tree and default to workbenches deploy volume
industrial shelves full, half, wall
- Adjusted icon colour for better clarity
- Adjusted prefab starting material to blue
Some new Light LOD system tests
Merge from elevator_fixes_apr_26
Fix player elevator cables sometimes appearing in the wrong place if the player was too far away from the elevator
Disable the hurt trigger on the launch site lifts when the lift is idle, will no longer kill players if they jump while underneath it
Require LOS for hurt trigger on player placed lifts, prevents killing players if there's a floor between the player and the elevator
Fixed industrial furnace not retaining it's children (storage adaptors) when reskinning with spray can
Added a new ToggleThrownWeapon animation event, allows us to switch on/off the grenade visuals so they don't stay in the players hands all the time throughout a throw animation
Implemented on supply signal, smoke grenades, molotovs, beancans, flashbangs, bee grenades, f1 grenades and firecrackers
Fixed incorrect animations on the smoke grenade and firecracker animation overrides
New StateSync component for weapon animators
Looks for a matching state on the main player model and matches the normalized time on the weapon animator to ensure the animation stays in sync
Will need to be applied to each weapon individually, applied on HMLMG reload animation for now
Cherry pick
147457 (asset scene build optimizations)
Enable single frame parenting for AK mag drop effects
HMLMG mag drop now detaches from parent and plays in world space
Fixes mag being affected by weapon position/rotation of gun and motion blur issues
Don't set process affinity in editor if running batch mode
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Add safezone trigger to apartment complex and make the building blocked + safezone triggers a bit bigger