136,670 Commits over 4,474 Days - 1.27cph!
Update(tests): patch ThrownBoomerang
Tests: TestMTSave(ThrownBoomerang) pass
Update(tests): patch SingleUseMissionStorageContainer
- also have TestServer explicitly create InvokeHandlerFixedTime to avoid DontDestroy call
Tests: TestMTSave(SingleUseMSC) pass
Add KillVegetationInRadius() during impact, kills trees, harvestable stuff
Use separate args for terrain depthprepass and a split culling step allowing closer distance culling for prepass
Only render prepass when holes are visible
Update(tests): patch SantaSleigh
Tests: TestMTSave(SantaSleigh) pass
Potential fix for occasional SqliteException: Failed to prepare query: database is locked (5) in Unity editor, requiring editor restart to fix it.
Update(tests): patch MobilePhone
Tests: TestMTSave(MobilePhone) pass
Update(tests): patch DisplayingBoxStorage
Tests: TestMTSave(DisplayingBoxStorage) pass
Update(tests): patch ConstructableEntity
Tests: TestMTSave(ContainerCorpse) pass
Update(tests): patch BallistaGun
Tests: TestMTSave(BallistaGun) pass
Update(tests): patch WildlifeHazard
Tests: TestMTSave(WildlifeHazard) pass
Bugfix(editor): rename TreeManager.Reset into ResetTrees
Unity was derping trying to call instance Reset when it was marked as static
Tests: TestMTSave(TreeManager) pass
Update(tests): ensure patched BaseCombatEnt have non-0 starting health
Allows for Stocking to survive during initial damage tick on spawn
Tests: TestMTSave(Stocking) pass
Update(tests): redirect relationship db location to temp path in tests
Tests: TestMTSave(RelationshipManager) pass
Merge from playermaintainedmonuments
Update(tests): skip generation and map marker of ProceduralDynamicDungeon in tests
Tests: TestMTSave(ProceduralDynamicDungeon) pass
Update(tests): patch PatrolHelicopter
- also bypass map marker spawn in unit tests
Tests: TestMTSave(PatrolHelicopter) - fails on transform access in save
Update(tests): bypass mapMarkerPrefab spawning in unit tests
Tests: TestMTSave(MLRSRocket) pass
Update(tests): patch MiningQuarry
- also bypass deposit spawning in unit tests
Tests: TestMTSave(MiningQuarry) pass
Update(tests): patch InvisibleVendingMachine
Tests: TestMTSave(InvisibleVendingMachine) - fails on translation token
Added skin viewer to premium tab
Update(tests): bypass grid spawn in HexagonGridGenerator tests
Tests: TestMTSave(HexagonGridGenerator) pass
Update(tests): patch HeldBoomBox
Tests: TestMTSave(HeldBoomBox) pass
Update(tests): bypass reclaim manager spawn in GameModeSoftcore unit testing
Tests: TestMTSave(GameModeSoftcore) pass
Update(tests): patch BaseHuntEvent
Tests: TestMTSave(EggHuntEvent) pass
Update(tests): patch DynamicDungeon
Tests: TestMTSave(DynamicDungeon)
Update(tests): bypass createdObject spawning of DroppedItem in unit tests
Tests: TestMTSave(DroppedItem) pass
Update(tests): bypass self-destroy of DeepSeaManager if we're in unit testing mode
Tests: TestMTSave(DeepSeaManager) pass
Update(tests): patch BradleyAPC
Tests: TestMTSave(BradleyAPC) pass
Update(tests): patch BasicCar
Tests: TestMTSave(BasicCar) pass
Update(tests): patch BaseProjectile
Tests: TestMTSave(BaseProjectile) pass
Update(tests): patch BaseGameMode
Tests: TestMTSave(BaseGameMode) pass
Bugfix(editor): add NRE check for OnValidate of HeldEntity
Tests: TestMTSave(BaseFishingRod) pass
Added a patrolling state, cycles through some positions and changes walk speed every 10 seconds to demo different speeds
Added some placeholder sparks and smoke to the fuel pumps when they are producing oil
merge from hackweek_fuse_icon
Fix holes depth target not being assigned for BRP
Validation when adding or removing holes to prevent errors
UX changes + polish (animations/highlights/better guides)
Refactor demo controls styling into uss rather than just inline styling big chunks.
Apply the UpdatePlayerPosition/Rotation trick for less laggy transitions
merge from shield anim subsystem
Better subsystem blending values
Added a scene view gizmo showing the player model when a Generic Mountable Animation Sub System is selected
Matches the existing mountable gizmo behaviour
Nuke shield hand entity offset from all held items that had it, it's no longer used, shields just work.
- Play a viewmodel hit animation
- After hitting the ball keep the player mounted for a few seconds so they can see the result of their shot
Stop pool mountable dragging you along with the cue ball once you shoot
Create a new Player_LowerBody_RootPosition avatar mask, apply to bar stools