142,717 Commits over 4,383 Days - 1.36cph!
Fix 100 issues with the search bar in the sell order creator
merge main -> rust_relay_server
Can now specify clearance zones that will block specific upgrades from being installed if there are deployables in that area.
Add null check to fix a NPCShopKeeper.Greeting NRE
closing holes in some apartment complex exterior meshes
some extra polish on the set dressing damaged wing of the building
toned down vertex color and alpha on glass
Added a test prefab for the LOD Baker tool
added defensive upgrade icon
Add generic info panel to inventory, add mortar's range info using the generic panel.
defensive upgrade textures
merge from custom_item_fixes
Dropped item combining now runs the same checks as CanStack
Fixes it combining different custom item names & icons and c4 frequencies
merge from dragbyangle_rebalance2
Merge: from stableobjectarray_remove_dirty
- Optim: maintain synchronized order of dependent data as we remove from StableObjectCache
Tests: unit tests and a couple 2p sessions on Craggy with disconnects, shooting
Update: codegen
Tests: none
Bugfix: fix invalid index assigned to a projectile on projectile removal from cache
Copy paste mistake, happy we got unit tests
Tests: ran ProjectileTests.TestConsistency - it passes
Updated eyelash textures
Added eyelashes to femaleaverage model
Added femaleaverage to skin set
more aggressive drag-by-angle tuning, low floor and higher ceiling
- moved params to convars to make tuning easier in tests
Clean: consolidate player-related state cache growth to AddToPlayerCache
Tests: compiles
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Clean: make the code clearer around maintianing packed order
Using better names for vars, easier to understand ifs and a safety assert
Tests: compiles
Harbor_2 altered the path of cargoship to allow for a wider corner on exit
Harbor_2 s2p
Merge from workbench_upgrades
Disable colliders on comfort/accelerated visuals.
Add test save with all benches maxed out.
updated icons and updated manifest
- still waiting for textured versions of prototype and defence before finalising their icons too
Add support for upto 10 upgrade icons in the vital panel at once. Now expands to two icon rows if needed.
Update(tests): add TestMovePlayer
- bugfix for missing to copy an extra tick/reset point in TickInterpolatorCache.MovePlayer
- added more docs to StableObjectArray
Tests: ran new unit test
Fix suggestions holder overriding the selling item everytime for no reason
Fixed some input box text areas from sometimes being offset to the right whilst typing in them
Prevent clicking in a vending entry input field from using a hotbar weapon
merge from lightfixture_refresh_recovery
merge from custom_item_fixes
created and added gibs for protoype and defensive upgrades - updated visual prefabs
Fix custom item icons / names not getting preserved when splitting a stack of items
Prevent items with different custom icons / names from stacking together
Fix regular icon being used instead of custom when dragging item from the splitter UI
Optim: replace BasePlayer.SparsePlayers with PlayerCache.Objects now that indices always match packed order
Tests: 2p on Craggy with disconnects of 2nd player
New trims for apartment room interiors. Set up materials for penthouse apartment. Initial first pass of material application for penthouse apartment. Very WIP.
added gibs for accelerated and range upgrades
added collision for accelerated, range, defensive and prototype