113,710 Commits over 3,959 Days - 1.20cph!
Updated Topology Not settings for hill cliffs
Bugfix: RelationshipManager.PlayerTeam implements IPooled
My new batch of tests revealed that PlayerTeam wasn't properly cleaned up when returned to the pool, causing test failures on repeated runs(teams still had members in them after disbanding).
Tests: ran new tests (submitted in next CL), they pass
Fix navmesh not generating properly with mesh colliders
player update. edited crossbow deploy anim to match the viewmodel
Use more appropriate collision masks for navmesh geo gathering
Better fail message when trying to place a high wall while moving
Cache mesh colliders, replace lists with fpnativelists to avoid an additional copy when marshalling
Added the name of the entity blocking a building block upgrade
Localized the other missing strings in the hammer pie menu
Update: consolidating CompanionServerTests logic
Now that patterns are relatively clear we can simplify logic. This'll make adding the remaining 19 tests faster/easier.
Tests: ran new tests
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Multithread filtering triangles out of tile bounds, and transforming the triangles from mesh space to world space
tin can alarm gibs new setup with centred pivots and enabled precision, fixed it falling through floor
Reworked how we handle broken state, entity is now properly destroyed when a shield is broken rather than just becoming invisible
Added debug.breakshield convar
Drop the shield when a player dies if it's equipped (like the current held entity)
World model
Compile fixes
Fixed some parts of ADS still working when a shield is equipped
Remove shield viewmodel component, set up placeholder animator states and surface logic there instead
Added some help text to the gesture picker
Include byte[] pooling stats for networking
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Flush memory pool size every 5 minutes for runtime profiling
Reapplied animator changes from RPS branch
Fixed player gesture layer not fading out after a one shot gesture
Show "Blocked by X" when blocked by a building block
Failed SphereCheck and AreaCheck will now show "Not stable enough" by default instead of "Not enough space"
Merge main -> TrainDecouplingImprovements
Add a preview video field to gesture configs
Added test videos for most of the gestures
Fixed reset default option deleting the surrnder gesture
BuildingProximity error messages localized
Updated "Placing through walls" error for "Line of sight blocked"
NPC localization compile fix
Merge from hackweek_crudegestures/rps
Fix options menu not having a body section enabled by default
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Turn off r/w on tin can gibs mesh
Enable useContinuousCollision on tin can gibs, they are so tiny they are falling through objects
Fixed create gibs in scene button not working in editor
Fixed a rotation error in editor
Updated helis dummy repair item names so we can display accurate building errors
Added new "Blocked by X" building errors for players, horses, modular cars and scientist npcs
Localized NPC names
updated WorkCartDecals_albedo
Unauthorised is now correctly spelded
fix for rail road planter
added missing bottom face
Adjusted AreaCheck and SphereCheck socket mods default messages
Added detailed fail messages and/or re-order priorities on a few item prefabs
- Tool cupboard
- Water pump
- Drone
- Fish trap
- Floor spikes
- Gravestones
- All seeds
fix for small and large planters missing underside faces
Fix fuel tank mesh collider not being readable
Remove some more allocations and add more profiling
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Explosion post profile & file org.
merge from spectate_blackout_fix
Fixed spectator getting a black screen when the spectated player dies
tin can alarm gibs colliders
Fix a collider's cached monument not being invalidated if the collider moves
- no evidence of this happening but best to be safe
Rename `MonumentColliderTag` to `CachedMonumentComponent` to make it a lot clearer what it does
Add `GetOrAddComponent()` to ComponentEx instead of using the VLB namespace
New: Starting set of CompanionServerTests
A set of functional tests that validate operation of CompanionServer (Rust+). This only covers 3 request types out of 19, but proves that this should work in principle. Next up is adding the remaining tests and making it safe in regards to server-client modes.
Tests: Ran new unit tests - they pass.