139,017 Commits over 4,352 Days - 1.33cph!
basic hookup of visual effects
Gate the whole feature behind a new server var.
Move settle timeout to a convar.
merge from render_pipeline_testing
Rejigged hierarchy of Kiosk E FBX. Applied kiosk-specific shutter material with correct TD to shutters.
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Patrol heli gibs now set mesh colliders to non-convex and kinematic once at rest (sleep or 10s timeout), synced to
clients.
Buoyancy ResetStaticFields to fix error spam with skip domain reload
updated water wheel:
maxPowerGenerationFromWater: 30
maxPowerGenerationFromManualUse: 60
Updated crafting cost
IO techtree progression
Clean(tests): add messages to new checks to know which permutation and player diverged
Tests: ran the modified test
Updating player model skinning
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Update(tests): TestIsFlyingConsistency now also compares computed flying states
- Reset flying state between test runs
Tests: ran tests, level 1 passes but level 3 now fails
Create BatchRendererGroup on startup
Establish basic compatibility with SRP/RRP
RRP: Prevent NRE from destroyed cameras
Bugfix(tests): make AntiHack tests spawn players with colliders
Tests: ran all AH tests, all pass except for 1 already known
2k version of garage door diff/nrm. Rentable shop specific shutter material to correct TD. Reexport Kiosk F shutters
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Update(tests): rewrite TestIsFlyingConsistency to better mix various players
Need to figure out why playerr-on-player test doesn't detect player, will do next
Tests: ran unit test, detects an issue on level 1
Water wheel movement accents and loop changes and added new inventory pickup and drop sounds
change sound class of idle accent sound
fixed incorrect rotation on combat knife on weapon racks
Merge from boat_deployable_sound_looping_fix
Boat deployable looping sounds fix
reapply fishing tags after merge squash
Merge from map_clan_names
Remove ocean fishing flag when in deepsea, fixing deepsea fishing pool
Clan map name tags now respect clannametagcolour
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Stop water wheel failing placeEffect test, it has bespoke logic for it
Exclude io prefabs with no inputs from the main power slot test
Swap out hacky checks for if an entity is immortal for the better method we now have
apartment wood stove texture updates
Merge from chainsaw_hotspot_gathering
❌ now stays hidden whilst being hit with a chainsaw, respawns after chainsaw hits have stopped
Hit effect now plays at the hit point rather than where the ❌ would be whilst hitting with a chainsaw
fixed door knocker guides being upside down - created new guide mesh
merge from useplayerupdatejobs3
Fix tiger getting stuck when fleeing
OnPlayerRemovedFromCache now calls ResetAntiHack directly instead of juggling matching implementations
Update stopping distances