143,552 Commits over 4,383 Days - 1.36cph!
set 3p card game anim to loop
Cache items and upgrades server-side, iterate these instead. Removes a bunch of getcomponent and tidies up functions too.
Update(tests): add simple pool perf tests (ST & MT)
ST avg: 1.29925ms for 10k alloc-deallocs
MT avg: 21.16116ms for 1k alloc-deallocs per task, 32 tasks
Tests: ran tests
industrial garage door
- texture polish
Updating bowless crossbow worldmodel rig with arrow mesh
edited 3p minicopter and generic sit idle anims
set 3p zipline anims to loop and anim edited
edited ik hand/feet positions on magnet crane entity and sled ik hand/feet positions on sled seat prefabs
some more marketplace, rejigged trees to produce a bigger focal point
Update: move Utils Measure routines to Facepunch.System.Tests
- also make it auto-referenced
Tests: compiles
FX debug setup. Alt ammo prefabs.
Refactor to GetInstalledUpgradeMods.
merge from mortar_prototype
merge from playerboat_testfix
Add placeholder sound effects to mortar shots
fixed PlayerBoat_PastesAndBuoyant test erroring out too aggressively
Unify naming conventions, everything is now called RustNav
marketplace set dressing - some more iterating, more work needed on front street end
Merge: from sanitize_specatating_players
- Bugfix for NRE spam when spectate mods don't correctly setup spectating
Tests: none, trivial change
Bugfix: ServerOcclusion - add defensive checks for suspected spectate mods
The mods should be fixed, but at least it won't put servers in a weird state.
Tests: none, trivial change
Update error messages to mention the command line argument rather than the convar
- Fixed binocular overlay from sticking around on reconnect
- Fixed binocular overlay firing material changes into plastic
Fixed WorkshopCameraKeybindAnchor still using old input system
Updated WorkshopEditor scene to remap the inputs
merge from automated_testing
Fix mortar indicator not cleaning up on disconnect
New Sounds added for the Salvaged Cleaver refresh
Disable new navmesh by default, use command line argument "-useNewNavmesh" instead of convar to make it impossible to change at runtime (as it's not supported)
Bowless Crossbow - added worldmodel with arrow mesh for 3p rig
main -> server_browser_update_2
Merge from workbench_upgrades
Add poolable to upgrade visuals
- Codecleanup
- New binocular effects toggle at night
Flagged tests that need to be ignored by CI
Batchmode testrunner is now using a dedicated CI testlist by default, can be overriden with any testlist by adding a path to the +autotest command line
CI testlist is generated when we generate the regular test list
Tests can be excluded from CI with the ExcludeFromCI attribute
Test parameter can be filtered too with FilterForCI in TestParameterSource
Do not build the unity navmesh when in recast mode
Assert inside all recast methods that the useUnityNavmesh is false
Progress on parquet floor (replacing concrete floor) in penthouse apartment
Fix generic overlay scaling causing mortar UI to scale the wrong way
Add reset static fields to base screen shake
Quick icon panel cleanup.
Static RPC guard.
merge from placement_ignoreentity
Added an ignore entity field to Construction.Placement that can be used by socket mods down the line
This allows us to ignore the entity being upgraded/reskinned when running SimpleUpgrade::IsUpgradeBlocked. Fixes large furnace reskins always failing