137,338 Commits over 4,352 Days - 1.31cph!
Remove the placeholder "cancel" menu option.
Updating krieg hazmat burst cloth and skinning
Add item name & icons to radial menu.
Only show radial menu if there's more than one item that responds to lighttoggle.
Run lighttoggle instantly on press if there is only one item.
Misc fixes/functionality. Ready to start refactoring and cleaning up.
fixing shadow issues with brutalist blocks that got introduced likely by recent shadow changes
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Enabled LZ4 high compression
Finish refactor to have individual navmesh instances instead of a singleton, todo fix crash on destroy
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moved relay send thread start to first packet enqueue, implemented missing Equals and GetHashCode methods
Bugfix: ServerOcclusionGroups - handle null net group when player goes through custom flow
- renamed branch to *_reinit (as limit networking turned out not to be related at all)
Tests: ran all unit tests, they pass
Fixed ocean topology in launch site, potentially other monuments
Check Unity object lifetime before calling onVisibilityChanged callback
Update(tests): ServerOcclusionGroups - add a net-group reinit test
Not a flow we have on servers for now, but it could change in the future
Tests: new tests fail (as expected)
Merge: Cherrypick of
145087 from /main/useplayerupdatejobs3/updatesubs_optim
- Bugfix for DummyServer not being able to spawn players/bots in unit tests
Tests: ran occlusion group tests, now pass
RelayQueueItem now IEquatable, removed SocketLock as we're now running sync
merge from the deployguide box fix branch
re-linked up prefab deploy guides on comps, meds, explosives and meds box skins
Fixed the issue with the shutter frame not working correctly with indirect instancing
restore guidePrefab on DLC boxes
adjusted armoured hatch meshes to close gaps, updated textures to improve normal shading.
merge from event_timing_adjust
enabled vert colour tinting on trim material paint mask (new textures coming soon)
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merge from detail layer tint shader
Multiplied the minimum and maximum time of every scheduled event by 0.75 to bring it back in line with the old real time timings now that we've extended time of day
Affects: event_cargoheli, event_cargoship, event_helicopter, event_airdrop, event_f15e, event_roadbradley, event_travellingvendor
merge from TechTree556fix
merge from mission_tackletheday_fix
merge from tutorial_death_fix
merge from store_analytics_fix
merge from floating_city_safezone_fix_merge_stomp_fix
merge from comp_box_sorting
merge from serverbrowser_secure
Merge from nightlight_adjustment
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- Dont apply secure filter in history - not required
- Ensure tag modifier button adds both secure tags - bit ugly of an implementation but it works
- Fixed wrong prioritise toggle being set
Fixed paintball gun tile in the artist pack showcase opening the pilot pack page
Fix inconsistent results NRE
Fixed artist pack and storage box pack showcases source id
- Setup filter button to filter for only secure servers
- Setup priority system and toggle button to 'prioritise secure servers, putting them to the top (after premium status)
- Wire into sorting algorithmns
- Setup convar
Add a temp Change attachment button in the inventory
Add skin ownership check
Mark all accessories as unlocked by instruments dlc for testing
FreeCraft editor option now makes the craft button in the UI always enabled
Attachments are now stored with the item (like a skin) so they travel with the item
Fixed RPC flooding when looking at IO handle while building blocked
This also fixes IO handles showing up in monuments
Restored lighting, fixed armored double door mat
Fixed BBQ not working. We're using a custom prefab in the workshop so it couldn't find the matching item def