138,789 Commits over 4,352 Days - 1.33cph!
RidableHorseAnimation rewrite, big cleanup and some new features
Added kill switch for every motion
Fixed deep sea signal computer server colliders not being stripped on the client
Adjusted the server colliders so that standing on the little bits on top shouldn't cause flyhack kicks
env.nightlight_brightness defaults to 0.005 (was 0.022)
Adjusting due to new darkness levels
Safety checks for PartialMobileStaticGrid
added "open access" check to component boxes, where if a box with a linked broken TC gets opened by a player, that player can now see the contents of the box forever.
(lock checks still take priority though, so if you place a lock on the box you can re-hide the contents)
start of set dressing in kiosk F
tweaked normals on large wooden box to be same as workshop to fix error implemented some time last year
set conditional models of storage boxes mesh cull to 20 from 50
Update: expand isspeeding test coverage by generating index permutations
Revealed a bunch of false-positive access violations, fixed by sprinkling NativeDisableParallelForRestriction (hate it)
Tests: ran unit tests
fix rotation tool transparency
Implement corrected limit checking for mesh.Begin w/ static meshes
I.e. when giving mesh.Begin a mesh object, the limit becomes
65535 instead of
32768
Added second arg to IMesh:DrawSkinned - mult by model matrix
Try to prevent crashes with weird .phy files
Fix profiler samples in Find and TryGetEntity
Update: add a couple more test positions for unit tests
Tests: tests pass
- Fix paintball impact effects not always behaving with turrets
- "Impotent" projectiles created just for effects for non instigating clients now know about their source weapon
- Cleanup EntityRealm::TryGetEntity
- Fix paintball impacts instigated by the local player not ignoring max spawn distance
merge from painting_line_tool_winner
Removed undesired line tool method, preview line is the winner!
- removed sounds
- HUD tip remains whenever holding shift, not just when actively drawing line
merge from boxes_performance_pass
Removed camera leaning towards horse head when galloping
Added horse locomotion playable component, handles the locomotion animation playing and blending only
boxes performance feedback
Update: move normal calculation logic to HeightMapQueryStructure
- Give couple methods a rename
Tests: ran unit tests
Bugfix: basic arespeeding unit tests now pass
- use the right interpolators for IsSpeeding
- add overloads to TerrainHeightMap.GetNormalsIndirect and antihack specific jobs to accept deferred arrays
- make IsSpeeding work on CachedState
Tests: ran unit tests
setting up salvaged axe refresh prefabs
Rentable Shop Kiosk F - first pass materials WIP
merge from parent boxes_dlc
Idle to walk and walk to idle imports
exported horse walk to idle and idle to walk anims
exported refreshed salvaged axe rig/anims
Update: add basic consistency unit tests for AntiHack.IsSpeeding and AreSpeeding
Currently fail, as I forgot to adjust the IsSpeeding logic after state cache changes.
Tests: ran unit tests
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final 2 individual square steam images on storage_boxes_pack sitem
Fix scientist weapons floating at world origin on server
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Fix naval scientists new entity weapons leak, make sure new scientist weapon are not saved if the scientists themselves are not saved
changed "component" to "storage" on all storage boxes descriptions, started to plug in square steam images to sitem
Fixed paint mask normal map settings
cannon anim update and IK adjustments