139,818 Commits over 4,383 Days - 1.33cph!
- Add a loading overlay to the existing sell orders when anything is pressed
- Remove loading overlay after 200 ms (enough to cover most latency cases)
- New existing order container
- Setup remove all button
Merge from main (no conflicts)
Ensure the vending admin dialog can be closed
- Various cleanup
- Name changes
- Remove a bunch of debugging crap
- Ensure Remove All existing orders button is not a toggle
- Hooked up item search entry
- Properly linked up selection slot buttons
- Fixed a bunch of NREs
- Fix sell order creator amount boxes screwing the text when modifying the amounts (no need to allow change alignment)
Mortar explosion.
HDR tweak on explosion small for tonemap tweak.
Fixed loop issue on small explosion.
Attack prefab setup. Embedded on deployed like the cannon atm.
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merge from new_achievements_apr26
Fix BasePlayer.OnDied NRE
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Taking ownership of pooled paths in SetPath is wrong, many callers store and reuse their own path instance between calls, so a path instance could end up having two owners that overwrite each other.
To reduce surface area for bugs paths will not be pooled for now, and SetPath will copy into its own buffer not take ownership.
Display independant navmeshes with recast.draw
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update apartment_complex_monument/prototype
merge from apartment_complex_monument/prototype -> apartment_complex_monument
Fix finding unoccupied rooms not checking the size requested, only if they are free
Start of code to handle upgrading rooms
- transfer items from one apartment to another one
Flesh out apartment conversations a bit more
Merge: from useplayerupdatejobs_purge
- Clean: Removal of UsePlayerUpdateJobs 0 and 1 code
- Optim: RelationshipManager now uses cached server occlusion results instead of running new ones
- Bugfix: stop NPCs/Bots writing tick history, corrupting internal memory
Tests: booted a server from a save and connected to it
Bugfix: avoid invalid tick transformation from NPCs/bots that would corrupt array header
- added an assert to GetPlayerTickIterator, only place where it's not checked by default
Tests: booted a standalone server with a save - was able to connect and run around
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merge from craftingqueue_blurrytexts_fix
Prevent turning furnaces & campfires on & off if there is a lock attached
Fix spawning of furniture inside apartment room
Add support for PreProcess to fully remove GameObjects from a prefab instead of simply nominating them for deletion if they are empty
- allows us to remove all the child entities inside of the apartment room entity and only spawn them in when the room is rented
Add mortar recoil and target distance randomness.
Fix mortar shell in hand orientation during reloads, fix visiblity cutoffs too.
Fix invisible colliders on mortar, fix mount trigger,
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Don't crossfade sweep anims, just layer the lower anim on top.
Tilt mortar up during reloads to match animation, fix reload speed being inconsistent after each reload(other fix didnt work, use flags instead).
Add apartment lock to manifest
Don't store furniture as children of the apartment room because it causes issues with raycasts (and who knows what else)
Switch from using codelocks to an "apartment lock"
- new type of BaseLock that reads auth list from the apartment room instead of having to sync the list of guests from apartment room -> codelocks
- apply to all furniture & doors inside the apartment so we can protect all storage incase cheaters / players sneak into apartment rooms
Scaled to match mortar tube.