140,484 Commits over 4,505 Days - 1.30cph!
- Center airfields power level display
- Removed 1 light from the entry door as it only needs 3 to open
- ran s2p
Updated the CommandBufferManager to name the command buffers after their camera events, as each camera event is given a unique command buffer
Zigg Tank Large mesh collider update and primitive collision removal.
merge from main -> base_occlusion
Tests to confirm the interior walls are fixed
Fixes to make edge case of interior walls not be hidden
Add command to export a building into a format that tests can use (so we aren't spawning the giant base every single time)
Switch to using EnterPlayMode + DomainReload so the normal shutdown has a chance to run
Fix sqlite database being locked in the editor (requiring you to restart editor every time it happens)
- force close all open sqlite databases when exiting playmode
Mark classes used for the nexus server browser as JSON models so they don't get mangled by the obfuscator
Created 8 new sprinkler tests to catch an issue with sprinklers visibly splashing but not applying water to planters after a server restart
They all fail right now
Remove server.useLegacySprinklerLoadProcess, should no longer be needed
merge from industrialTorch_SFX_fix
merge from torch_3p_sfx_fix
merge from rug_culling_distance_fix
merge from largeplanter_gibs_fix
merge from shippingcontainer_decal_fix
merge from muzzlebrake_pos_fix
merge from main -> base_occlusion
Network group implementation
Updated the particle effects of the spray can to broadly match the texture being sprayed
Approximates the colour via a texture lookup. gets cached per texture so it only happens once per skin in a session
Remove the hand_mesh from v_building_planner_rig (hacky removal, proper re-export will be better but this should allow us to verify memory savings)
Merge from vm_hand_spawn
Only active on building_planner for testing, other vm's are unchanged
Tests improvements, some fixes
Merge: from mt_snapshot_saving
- Bugfix for thread race in Jobs 4 mode when saving BasePlayer
Tests: booted craggyisland_missions, completed a mission
Bugfix: avoid a thread race on PlayerState MRU dictionary when saving BasePlayer
- use readonly access in Save that doesn't update MRU
- push to cache on player connect
Tests: ran CraggyIsland_missions, completed a mission - saw states change in UI
Update: avoid calling db queries when saving BasePlayer.PersistentPlayerInfo
- instead resolved on player join
It should be safe according to docs(mt calls are serialized), but this way is just simpler.
Tests: booted into craggy
Update: implement UnsafeScriptingAcccess.SwitchToMultithreading awaitable
Works with ConVar.Unsafe.UseMultithreadedScripting to either keep task on main thread of offload it to thread pool
Tests: TLSTest script, with covnar being in both states after system runs
add a way to pin/favorite commands
merge from powerplant_wire_fix
merge from shadow_caching_nvg_bug_fix
merge from fix_gasstation_bettercarloot
merge from nvg_trophy_fix
merge from satcom_monumentinfo_removal
merge from PlayerMaintainedMonuments
add a scene icon next to commands that open scenes