142,738 Commits over 4,383 Days - 1.36cph!
Bump exe/dll versions and make it easier to do so
Fixed gravity gun acting up again
Update localization files
Bump exe/dll versions and make it easier to do so
Fixed gravity gun acting up again
Update localization files
adjusted bed blankets and tweaked texture
prototype upgrade texture update
Clean up InstanceCreationInfo.material
Set debug labels for indirect instancing buffers
Merge: from createcorpse_triggerparent_nre
- Bugfix for TriggerParent not cleaning themselves up if a corpse forces it's way just before volume is destroyed
Tests: ran auto tests
Bugfix: Ensure TriggerParent properly tracks forced corpse
Corpses forcefully inherit trigger volumes, which doesn't properly initialize internal contents, leading to skipped cleanup when volume is destroyed. Rare bug in the wild, but consistent in auto tests.
Tests: ran all PlayerMountedToArmoredVehicle_PlayerNotTargeted auto tests
Remove unintended antivehicle damage scaling
Reapply small oilrig changes
Fixed ghost ship loot spawning unparented and on top of each other
Remove now empty entry in KillAllAnimals mission objective asset
deployable_snapping_fix_2 -> main
Fix another reference to the old wolf in the trophy data
- Return JobHandle for CheckSpheres
- Start re-ordering physics queries in fly checks to (attempt to) maximize performance
- Add 'JobsSkipLocalQueue' convar which, when enabled, will flush local jobs queue after certain jobs are scheduled
- gamephysics/antihack consistency tests pass
Fix invalid angle in split builds where the server recomputerd rotation from the floor normal instead of the wall normal
update apartment_complex_monument/prototype
Set up sound anim events for binoculars viewmodel, added sounds for deploy
Fix new AIs not moving when ConVar.AI.useUnityNavmesh is set to 1
merge from main -> apartment_complex_monument
S2P'd some stuff to fix compact ceiling light regression.
Reapply the increased building blocked + added safezone from the merge
Added some self checks in launcher DLLs
* Probing for potential issues with deep install locations, maybe this is why some clients can't init CEF on game launch?
* Bumped PATH buffer in the launcher DLLs
Many minor cleanups
More cleanups
Added some bounds checks to networking code
Make ragdolls respect setlightingorigin input again
Double bone cache limit
Merge from 3p_spectator_improvements
Fix potential NRE when starting debug camera
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merge from apartment_complex_monument/prototype -> apartment_complex_monument
Make ragdolls respect setlightingorigin input again
Double bone cache limit
Take scrap from the apartment every 30m for rent payment
Remove TC prefab from medium apartment
merge from automated_testing
Fixed local client player being killed by the tests TearDown (entity snapshot clearing)
removed duplicate asmdef refs
Added baked textures for the LODBakerTestPrefab
Fixed a texture format issue within the LOD Baker that was preventing the correct texture slice from being sampled
Fix oilrigs not having navmesh when outside of map bounds
Apartment bed prefabs and lods
BDU set models, materials and textures added. Set up prefabs for all bdu/ballistic items.
Updated the LOD Baker to take into account per-mesh instance transformations and materials