111,291 Commits over 3,928 Days - 1.18cph!
Add editor window similar to unreal's visual logger for easier AI debugging
exported the wallpaper view model rig and animations and made a viewmodel.prefab for it and wall paper animator
Update: Rewriting ServerInfo to use StringView for Tags
This revealed a bunch of other dependencies that needed to be updated. Some of them got plugged up by string copies, some by uninmplemented StringView.Substring. Overall, seems doable, though revealed a number of shortcomings - for example, we'll need to implement our own <numeric>.TryParse(StringView) logic. On the flipside, it allows us to do String pooling a bit more aggressively in our steam library(if we decide to go that far).
Tests: Opened GameServer, observed list being populated and interactible.
Bugfix: fixing utility algs in StringView
Tests: server browser displayed all results (next CL)
Updated industrial.ceiling.lamp.compact to have a better emission texture
Added body mesh back into prefab
Updated frontier hazmat rig, skeleton definition & prefabs (just backpack for now)
Bunch of bug fixes
Added remove all force methods to planter. Removes all with no fibre drops when radioactive water is used
Updated industrial.ceiling.lamp.compact to use a new model and materials
Fillwater command now supports radioactive water
Radioactive water will kill all plants in a planter when splashed
Added icon to radioactive water
Radioactive water will merge together with water or salt water in containers, turning them into radioactive water
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Add: new StringView utility
It's essentially a ReadOnlySpan that keeps alive it's referred-to string, and is able to be stored as a member variable. Only contains a smidgen of algorithms that are needed to use it as part of ServerBrowserList. Goal is to find out how much code we need to update to be able to eliminate most allocations in the browser refresh flow.
Tests: none
Phrases build without the DLL
Fixed source generator broken reference
Keep the map as low res as possible (256x256) since we only have a couple of radioactive water objects
Swapped radioactive water check from physics checks to a texture map instead
Fixed industrial lamp and simple light wires clipping with wallpaper
burst cloth handling view model scaling
- requires setting a transform field on viewmodel burstcloth setups (done for frontier_hatchet)
Added new Dart ammo type.
Added a basic damage bone dart item.
Set blowpipe internal mag to use darts.
Applied shelved placeholder item setup
Added TextMeshPro to the clientsideOnlyTypes list in PrefabPreProcess, so it is stripped before its MeshFilter
fixed silly gc allocs coming from version Mathf.Min and Mathf.Max that take params arguments
re-use already calculated shore distance and terrain height values in water heigh calc
Setup for all weapon rack variants
Checking in pending changes before switching branch
further improvements
- replaced managed simdata with native
- corrected flattened 3D array indexing
- adjusted baking output to write data in native layout (rebaked)
WIP aim pose system, starting with an editor to author poses
Fixed map markers getting deleted when right clicking pings on the map screen
The ping that was right clicked will now be deleted
Merge from monitor_loopping_gesture_fix