140,023 Commits over 4,383 Days - 1.33cph!
merge from fix_forceaddtoteam -> main
Fix forceaddtoteam not working if you weren't already in a team and not working if the target was already in a team
WIP on supporting emission intensity in workshop, fix emission toggle in workshop with intensity not 0
merge from fix_itemcontainer_take_leak -> main
Industrial Large Furnace - updated model, textures
Updated manifest and localization
Add crossfade to mortar pose, fix animation handles not being released, fix animation handles not applying autoplay properly.
Industrial Autoturret - Updated textures, reran skin lists, renamed textures to new convention
Fix smoke grenade manager returns driving me crazy
transformchanged_cleanup -> main
Support food on corpses again
Save a few pennies in SmokeGrenadeManager::Move
main -> vendingmachine_ui_refresh
transformchanged_cleanup -> main
- Only check if food in transform changed override for dropped entity
- Only check if smoke in transform changed override for smoke grenades
Lower mortar deploy angle check to only allow placement on flat ground
Salvaged Icepick inventory sounds and weapon audio polish
Add mortar deployment guide prefab
merge from mortar_prototype
Fix mortar deployment NRE, fix socket mods using the wrong layers
Cleanup transform changed:
- Only do checks on positional network update
- Only do smoke grenade checks for smoke grenades
edited player animator controller so the3p jog backwards anim works correctly and set the walk animations speeds to 1 from 1.5 after exporting edited 3p walking animations to play at that speed correctly
- Deselect support
- Format changes
- Lil pop anim when the search opens up
- Dont create a tooltip if text field is empty
- Add icon and placeholder text colouring support to input fields
added a little low wall to the penthouse greybox separating kitchen/living
removed collision from broken glass decal as it causes issues walking over
moved some mesh decals up in radtown, radtown S2P
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Merge from workbench_upgrades
industrial electric furnace
- reduced AO to 512
io workbench visual point setup
industrial electric furnace
- game model
- updated prefabs
- Added stand in textures
- Setup IO on off states in prefab
- Added off and glass material
Some setup on io.table.deployed
industrial electric furnace
- rename material to on state
main -> vendingmachine_ui_refresh
server_browser_row_fix -> main
Fix server browser only showing 4 entries until you scroll or change the page
Removed example charms from accessory manager
Fixed broken materials in backpacks and parental advisory charms
Re-cached viewmodel textures, fixing the NRE
Resized backpack texture sizes
Prefabbed up Kiosk E parts. Kiosk E LODs, collision, prefab setup, plus shutter LODs and setup.
brought length relaxation back up to 1, mistakenly tweaked and caused small clipping
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Merge: from unitask_reliable_taskpool
- Optim: UniTask internal pooling now reliably caches items
Tests: unit and perf tests, ran around Craggy with Jobs 3
Optim: ensure UniTask.TaskPool reliably caches items
- copied from repo at 88737fb5
Original version was written in wait-free fashion which permitted only 1 participant while failing others. Rewritten to be lock-free, which allows to guarantee pooling
Tests: ran unit and perf tests. stuck breakpoints to confirm that repeated perf test invocation didn't have allocations. ran around craggy with jobs 3
fixed draw distances on new static door prefabs and layer to world
collisions for the apartment complex building
merge mortar_prototype to main
Regenerate protobuf serializers
doubleconnect_eac_fix -> main
Add extra guard rails to quick join so that spamming it wont connect multiple times to the same server. More changes to try and fix the EAC reconnect issue