125,754 Commits over 4,109 Days - 1.28cph!
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Merge from fuel_latency_fix
Merge from modelviewer_build_fix
Merge from LiquidWeapon_nre_fix
Merge from shark_blood_fix
Merge from skeleton_missing_warnings
Merge from autoturret_aimoffset_nre
Merge from skull_rock_resource_fix
Handle AsyncGPUReadback data in a job, remove unused grid class
Guide shader ASE experiments.
Removed old old test framework
merge from laserdetector_fixes
merge from bounds_handles
merge from battery_chargeleft_fix
merge from keycard_color_fix
merge from tc_antigrief_fix
merge from catapult_load_fix
merge from corpse_warnings_fix
merge from horse_warning_fix
merge from timerswitch_fix
better_isbroken_icon -> main
Fix BufferStream error in ServerStopVoicemail
Fix chat not interactable when painting or playing blackjack (order was wrong)
Fix pooling issue causing NRE when using the computer station after previously using the DM picker on the computer station
Added a development only warning to catch possible issues like this
Merge: from parallel_validatemove
- Extra validation checks exposed via server.EmergencyDisablePlayerJobs (default to true). In case of error, shuts down UsePlayerUpdateJobs and goes back to vanilla flow
These are cheap to run and should help us track down any problems in the future.
Tests: compilation tests, unit tests and played back server demo
Update: Another validity check for UsePlayerUpdateJobs
- validates player counts between PlayerCache and activePlayerList
Tests: played back server demo
Update: promote some UsePlayerUpdateJobs validation logic from DEBUG only to release
- Hidden behind EmergencyDisablePlayerJobs switch(on by default) and UsePlayerUpdateJobs(off by default)
- ValidatePlayerCache checks whole range instead of just up to player count (in case we got more than expected)
Tests: played back server demo
Update: turn server.EmergencyDisablePlayerJobs const into a servervar
Allows to run some extra validation
Tests: editor compiles
Test: test case for missing player removal from PlayerCache
Tests: ran the new unit test
Some improvements and fixes, more fluid
Pressing shift to snap wires disables the io ports highlight
Pressing ALT disables wire snapping to IO inputs/outputs, for precise placement
Updated workshop source model for Large Wooden Box, it now properly reflects the in game model with the new interior mesh that was added to improve transparency, making it easier for skinners to use
Fallback to last snap position when losing surface while snapping
Added AnimalModifiers. Setup on Bear, Boar, Chicken, Stag and setup their ModifierLimits
Incapacitate slow effect now works on these animals.
main -> hackweek_drawbridge
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First pass of wire snapping
More detailed colliders for small rock formations
added shadow proxies to jungle wall, wall.doorway, wall.window, floor, floor.triangle
fixed blocker by train car in mil tunnels slope
padded the cargo_ship_interior_hull LOD1 border to prevent gaps
More clean up, primitive rendering improvements using the vertex buffer instead of a structured buffer, fix issue incorrectly limiting wrapping grid, error when placement counts don't match, integrate with Jungle biome, compare triangle counts when binning meshes to avoid false positives, better toggling between instancing for performance comparisons.
fixed snowy checkpoint baked LOD material maps not being linked anymore
Fixed a building variant in compound not having its own baked LOD, re-linked material slots
Compound S2P