141,641 Commits over 4,383 Days - 1.35cph!
Fixed tutorial completed commands not running quietly
Fix update ammo count nre
merge from automated_testing
merge from automated_testing/raiding
Another raiding test and some inspector tweaks
Updating ballistic armour and bdu set skinning
main -> server_browser_update_2
Finally fixed the flaky raiding tests
Optim: rewrite Pool to use ConcurrentBag(many mutexes) instead of single mutex
Fails unit tests, but not going to focus on fixing it just yet - want to make it faster first.
ST avg: 0.88781ms
MT avg: 3.1281ms
Tests: ran perf tests
Update(tests): add TestMTPressure unit test
Wrote it cause my ConcurrentBag based pool is misbehaving
Tests: ran new unit test
exported edited 3p drop/pick up item anims, linked to player controller animator and set speed anim to 1
Use SelectableLabel in the test runner window details panel so we can copy text there too
Added copy name/copy details context menu
Partially fixed the issue with shadows not swapping to closer lights when shadow caching is enabled
Update(tests): pool now has a runtime switch to disable editor-only safety logic, so that perf is more apples-to-apples
ST avg: 1.0358ms
MT avg: 13.6264ms
Tests: ran perf tests
- Updated stance idle clips with new 3p rig upperbody clips (so these make sense when debugging between the player animator and an override)
- Ran animator override updater (updated 150 override controllers)
kiosk C - addressed feedback, added collision & lods
Added context menu to test case and fixtures in TestRunnerWindow
- Open source file
- Copy
CTRL+C also works
Update to vm camera animation to remove shoulder clipping
re-organised marketplace lighting objects into a lighting layer - not made external yet
Added ParameterDisplayName in test results and test lists, let us format struct parameter in a nicer way
Raiding tests fixes
Added impact pos prediction and splash radius gizmos
Updated the EmissionToggle script to check whether the MPBs for the renderers have changed before attempting to set the emission value. This fixes an issue where renderers would have the incorrect MPB when coming back into network range
merge from save284 - Staging wipe!
some more marketplace work
merge from mortar_prototype
Fixed [Button] attributes not working on animation sub systems
Added PlayFromStart method to PlayerAnimationHandle
Added a new TwoAxisOneShotBend aniamtor sub system, should replace the reactions layer on the animator entirely
merge from workbench_upgrades
merge from workbench_upgrades/balance
Added IsPlaying and NormalizedTime accessors to OneShotAnimationSubSystem
OneShots now start paused, makes debugging easier
Don't show the self component in dropdowns
Merge from AnimationSubSystems
Hooked up telephone animation on deployable telephone
Removed OnPhone state and parameter from player animator
Better visualise handles of sub systems in the list view
Allowed binoculars to be placed on weapon racks
WIP on country selection window
- Setup centres for each chosen country
- Setup player prefs for override
- Country selection screen UI setup
Added ability to mark a subsystem as affecting the upper body layer only
Renamed TelephoneAnimationSubSystem -> OverrideAnimationSubSystem
Profiling
Reapplied changes to PlayerModelAnimationInspector
Smooth out aim dir for remote players
Don't allow non matching types in the sub system dropdown
When the manifest loads/updates we save the country, lat, lon and continetn to player prefs
- Check for hello data first and if we cant find it then fall back to whatever our player prefs are
Added another female/asian player seed
Merge from parent (use PlayerModelAnimationInspector from main, will reapply changes on this branch)
Fixed missing throw animation on bee grenade hold type
Added toggle visible events for bee grenade and beancan