123,987 Commits over 4,171 Days - 1.24cph!
Conditional first person FX stuff.
Update: PlayerLoot pools Client-side ItemContainers
Tests: tested both server-client looting and just client looting. checked telemetry on both sides - saw expected ups and downs.
Applied the Phrase property drawer to RustTextEditor
Ensure Bradley starts incrementing spline arc length from the correct starting distance (1 from backwards, 0 from forwards)
Fixed target list NRE
Update: forgot to allocate the ItemContainer from pool for IndustrialCrafter
Tests: Setup a T3 workbench with industrial crafter and ak bp(saw an uptick), broke the foundation(saw a downtick), setup again - it was empty as expected
Update: IndustrialCrafter pools ItemContainer
- reimplemented properties as explicit interface props where applicable
- cached LootPanelTitle translated phrase (as it was allocating on every get)
- removed dead code in CanPickup
- got rid of if branch on ServerInit (since we now destroy inventory on entity destroy)
Tests: Setup a T3 workbench with industrial crafter and ak bp(saw an uptick), broke the foundation(saw a downtick), setup again - it was empty as expected
Bradley drive through~
Spline movement code
Bradley uses direction injection
Direction flipping based on target relative direction
Stores and uses initial entry direction to keep a relative forward direction and avoid flipping bradley round the other way
Allow peeking next position with a given direction
S2P
Localized general store items names and subtitles
Phrase custom property drawer:
- Preview the phrase translation using the selected language
- Show the english string when collapsed
- Save and undo fixes
Update: Item & ItemModContainer pools ItemContainer
Tests: spawned an AK, added extended mag, dropped it - saw uptick. after it despawned - got downtick. Spawning another AK gave me a fresh and empty one.
world_update_2 -> radtown_npc_drivethrough
Added support for directionality to SimpleSplineTranslator - this will allow Bradley to reverse along the spline as well as go forward over it
Basic Bradley backend spline setup
Added a custom property drawer for Phrases, allowing you to search through existing translations in a window to easily re-use existing tokens
Bugfix: missed original allocation in PlayerCorpse
Tests: none, trivial changes
Update: PlayerCorpse pools ItemContainer
Tests: dressed up, suicide, saw uptick of containers, body disappeared, saw downtick of containers. Repeated, got expected results and didn't see a leak
Localized item store (still a few pages left)
merge /main/DPV -> /main/world_update_2
Reverted accidental Procedural Map scene change
Fixed incorrect building grade lookup in creative mode (need to check skin id as well)
Hooked up water well NPC avatar
Merge from elevator_ShouldNetworkTo_fix
Merge from team_ids_run_from_server
Revert fix in
104383, instead don't check the parents ShouldNetworkTo if the entity returns false from ShouldInheritNetworkGroup
Post merge compile fixes, manifest
Added a new Canyon NetworkGroupType to EnvironmentVolume, train layer thresholds are now set based on the lowest one of these in the world rather than the ceiling of the train tunnel volume
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Setup placeholder PrefabInformation for water well NPC
Using heavy scientist avatar for now
Slight layout tweaks to Item info panel to better fit a longer NPC name
Fixed water well NPC's not appearing properly on the hunting trophy
Fixed plants spawning in water well planters losing their 100% condition on server load
Fixed locomotive NRE when shooting the bell in CLIENT+SERVER mode
Fixed missing physic mat define on sidecar bike
update MapImageRenderer to match map shader water logic
Restored F7 report popup texts size
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Cache actions to prevent allocs with Invoke and CancelInvoke
add some shading to areas of map with steeper terrain slopes (cliffs)
Cliff DecorUniformTest progress / better coverage
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