111,278 Commits over 3,928 Days - 1.18cph!
merge from main -> full_server_demo_client_reader
Fixed wallpaper deployable mismatch when looking in between two building blocks
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Named all skins and changed phrase token
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Prevent wolves getting permanently accustomed to fire when they survive a fight with a player that used fired on them, that's because new players encountering those wolves may get confused when they get bitten despite the holding a torch
World model prefabs, colliders, outline etc
Updated drag and drop inventory sounds
Serialize state tags instead of hardcoding them, partial port of the code FSM to the new UI
Update: StringView - prefer ctor overloads instead of default args
Saves a couple branches in some scenarios.
- Also expanded tests to cover all ctors and arg ranges
Tests: Ran new unit tests and checked server browser
Fixed floating wallpaper world model in first person view
Icons test
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Clean: Updating the docs of StringView to compare against Memory
Turns out I missed System.memory during my initial research, which serves a very similar purpose. Sadly, it doesn't cover all our use cases, so we still need StringView - I've mentioned these shortcomings in the xml doc.
Tests: none, trivial change
Viewmodel and world model texture swapping wip
Set viewmodel default texture to blue (the default wallpaper skin)
Fixed problem with blue viper material
Update: Finalizing StringView
- StringView's constructor now follow's Span form (source, start, len) instead of (source, start, end). Fixed updated unit tests.
- Reimplemented CompareIgnoreCase via EqualityComparer<T> instead of IEqualityComparer<T> as per MS recommendation.
- Annotated every public method with xml docs
Test: ran unit tests - all green. Checked ServerBrowser - still good.
Updated industrial.ceiling.lamp.compact textures and material
Enable read/write on legacy wood pile importer
Update: Expanding HashEquality test for StringView
To confirm that the required interface is implemented correctly and gets invoked.
Tests: Ran the updated unit test
Adding wallpaper skins for retro, royal, polka dots, clouds, geometric
Allow loading fsm scriptable objects into the runtime fsm component
Merge: from main
Tests: built all modes. Server Browser still works
Update: Reimplement tag support in server browser
Fixes the break I left when running the experiment with StringView
Tests: Clicked through server browser's various filter options
World Update 2 -> Legacy Woodpile
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Improve fsm editor UX, create new states next to currently selected ones, link them, and select the new one
Clean up serialized data containing fields that don't exist anymore
Generate code and manifest
Added prevent build volumes to buoys and divesites
Divesite underwater check
Add fsm UI support for tag transitions, complete transitions, start states and link states
Wallpaper viewmodel deploy animation when deploying
Reset wallpaperID to 0 after removing wallpaper
Removed unused wallpaper code in Spraycan ChangeItemSkin RPC
Buildfix: Reimplement deleted overload call from last CL
Also reduced number of hashset allocations when tags are empty.
Tests: Went to server browser to check Nexuses
Merge: from main
Tests: Built all modes
Fixed lift entity getting orphaned if elevator block is destroyed
fixed triangle left wall uvs being flipped
some precision uv fixes
removed splat set nodes from coastal cliffs
merge from smart_alarm_error_message_fix