140,040 Commits over 4,383 Days - 1.33cph!
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
Fix animals not steering and scientists not facing target in unity nav mode
Merge from npc_gesture_heldentity_fix
Fixed the issue with the near plane being incorrect for the spot light again, and fixed some issues with trying to get an instance from the render texture pool when there are none available
Route regular server joins through the console command instead
Bowless Crossbow - updated textures with new naming, added .skin file, updated prefabs
bundle nuke prefabs - sometimes working? sometimes not?
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initial BC pass
- revert per-prefab overrides on BC controller, all modifications done on base prefab
- controller setup for low iteration count with low root motion strength
merge from weapon_refresh_salvaged_cleaver
Subtract
146134 to bring back the new cleaver
Keep source on directory conflicts, viewmodel.prefab auto-merged, looks good
merge from weapon_refresh_salvaged_cleaver
Skin pass for ice armour vest and mask
merge from cave_large_medium_ladder_fix
merge from wire_pooling_fix
Merge from workbench_ugprades
Rentable Shop F - LODs, shutter LODs, collision, proper prefab setup
Adding unity install step for each pipeline
Merge: from remove_netgroup_prealloc
- Optim: NetGroup objects are now lazy allocated, saves 150MB
Tests: ran unit tests, ran around on craggy
Update: cleanup ClientVisibilityProvider when disconnecting from the server
Tests: disconencted from local server
Removed a ladder trigger that was blocking the way up in cave_large_medium - was missing trigger enable
WIP fix for mounting players to small trophy
Fix NRE, still not appearing though
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Cinematic particle mode sets EffectRecycle play mode to looping
Don't modify loop state on particle effect