139,532 Commits over 4,383 Days - 1.33cph!
Bugfix(tests): expand TestServer's network grid from 1k to 2k
Previously it was too easy to accidentally setup an out-of-bounds scenario, leading to confusing test failures
Tests: ran related tests, discovered couple tests are failing (unrelated to this change)
Avoid repeated calls to Terrain.activeTerrain
Commit the .meta files that keep popping up
Skinning update for paintball overalls
merge from woodpile_changestage_audio
Rename RebuildAllNavmeshes to RebuildDefaultNavmesh
merge from fix_privaddfriend_vis
merge from computer_station_io (only manifest changes)
Disable leg animator, re-enable sweep anim, swap to zero rotation sweep.
Fix scientists not shooting most of the time
merge from computer_station_IO
Fix big blue circle for nav projections being distractived when ai.showpaths convar is set
Fix scientist staying in dogfight forever when there is no cover around that protects them from their target last known position, but their target is nowhere to be seen
Prototype sweep anim, move distance calc to server regions, setup mount offset, IK, sweep anim.
Adding sweep animation with no root motion for 3p character
Skinning update for space hazmat
Temp fix for scientists not facing their target
Fixed ice mask/vest not appearing
New(tests): tests for BaseNetworkable.HasCloseConnections and GetCloseConnections
- named cell sizes for various layers in NetworkVisibilityGrid
Tests: ran tests, failing where expected
add io for twitch rivals desk skin
console_quickjoin_fix -> main
Increased timeout slightly to allow FPBuild to handle closing of started processes
renames for wall tiles mosaic textures
merge from playerrigupdate2
Material updates
Beard textures
Bunch of UI/UX wip for prototype techtree
main -> console_quickjoin_fix
Move PlayerJoin to UIConnection instead
Connect just sends values over to UI rather than through a wrapper method
Fix blurry radtown sign once again, regressed during naval texture optimizations
Change Unlock button text to say Prototype when prototype will be used.
Added static strings for both.
Don't show the path to a selected node if we have prototype, to show the path won't be unlocked too.
Added prototype upgrade item.
Visual placeholder prefab.
Placeholder positioning.
Add item setup for all workbenches.
Handled disabling the shadow caching convar when exiting play mode and changed default light cookie textures to be loaded via resources instead of being serialized on LightLOD components
prototype initial implementation
Merge: from serverprofiler_recordscope_pause
- Update: ServerProfiler recorder scopes can be paused/resumed (but needs more work on export side, looks bad)
- Bugfixes for recorder scopes corrupting memory and breaking perfsnapshot
Tests: unit tests + recorded a multiframe coro with recorder scope + perfsnapshots
Added custom workbench upgrade loot panel.
Supports dynamic/varying upgrade slot counts per workbench type.
Updating skinning for female legs
Set upgrade limits to 4,5,6 for now
merge from new_texture_suffixes_naming_convention