137,306 Commits over 4,474 Days - 1.28cph!
New automated test for animation events using DoEffect that point to prefabs that don't exist
finds 27 cases, will need to figure out what to do with them
add more terrain anchors to accomodate new model terrain
A new player cannot mount while any existing pool-table mountable remains occupied
Pool cue stroke movement now ignores input.vehicle_flipy
In a gamer over state allow anyone to reset the pool game
Pool: dismount players mounted on the table if they start to go underwater
2nd screen tweaks.
Tweak display strings.
Pool: Ensure the prediction timeout can't reset the game if we are just waiting on a second player
Added sounds for new electrical boxes
Tank water blend asset + reference materials.
move waterpipe in WTP scene + S2P WTP
integrate waterbody shader with water tank spinup time
add testing convar for forcing tank pressure "watertreatmentwatertank.force_pressure <pressure>"
remove unused prefab
reduce size of colliders on water spouts
Adjusted Workbench Level 3 and BBQ deploy volumes to prevent wallpaper clipping when deployed
merge from deploy_clipping_fixes
Another sneaky compile fix that snuck past editor tests
Underground basement blocks - working out metrics and combos, added test scene
Update: minor simplifications
- get rid of retry limiters
- fixup unsafe increments
Couldn't figure out how to do add segment recycling, so going to change focus for a bit - will see how ConcurrentQueue performs
Tests: ran unit tests
Updated the emission shader feature on the cloth shader to remove an unnecessary underscore
Carving gizmos with an outline and faded shape + related files. Both additifve and subtractive.
master key updates
- removed old meshes from viewmodel prefab
- moved current setup item to tools folder with other prefabs
- deleted items folder (no longer required)
- moved sounds to correct folder
bye bye compile errors :wave:
merge from PlayerMaintainedMonuments
merge from viewmodel_scene_flex (Character Animation & Skin Viewer dev-only tool)
Change powerplant spawn priority to highest
Merge from PlayerMaintainedMonuments
Merge from MonumentBlockers/workflow_improvements
made screen flatter and added an object to mark position for ui screen
Do not calculate remaining distance twice
Optimize fsm wait for navmesh
Improve npcs path following performance, fix npcs sometimes not moving
reworked smoothness/hardness of the SDF brush to be relative brush size so it's more consistent, also increased max strength so it might feel touchy if you only do 0 or 1
Don't send a chat message on the first call of StartSpectating - removes the intermediate confusing local chat message "Spectating: {playerName}. SteamID: {steamId}" before the message for the final spectate target
Disambiguate rust nav mesh helpers
Fix not being able to find collider mesh if there is just one mesh in the FBX asset for it
Serialized data migration for all prefabs which use StagedDestructionEntityInfo
Fix sample radius being insufficient to check if player is on navmesh
Fix leftover comment and stale dll