140,590 Commits over 4,383 Days - 1.34cph!
deleted duplicate 3p spas anims
moved l96 holdtype to correct folder
Cherry Picked from
130098 (Removing LOD Baker debug code)
Cherry Picked from
130097 (Multiple source mesh support within the LOD Baker script)
merge mortar_prototype to main
Remove previousLegAnimatorState tracking, apparently I added that for nothing
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Removed hull_corner prefabs, unused
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merge mortar_prototype to main
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