134,212 Commits over 4,444 Days - 1.26cph!
Clean: delete full-server-demo convars
Tests: compiles
merge from prototype -> apartment_complex_monument
Set door by front concierge locked so players can't get behind the glass with the apartment vendor
Front doors of apartments will close themselves after 5s when non-owners let themselves out
Clean: remove IServerCallback save request support
Keeping the core functionality on SaveRestore
Tests: compiles
Clean: remove FullServerDemos.cs
Tests: compiles
Clean: remove BaseNetwork.SupportsServerDemos
Tests: compiles
Clean: remove demo.full_server_demo
- rip out a bunch of stuff related to it, including transient entity serialization
- remove MessageType.DemoDisconnect and DemoTransientEntities (no need for protocol change)
Tests: compiles
Glowing wallpapers - foxfire wallpaper update
Ensure the NPC takes the scrap before granting access to the security room
merge from dpv_fuelbar_fix
Fixed DPV fuel bar text regression
Fix security guard having the wrong method overridden so the conversation actions weren't doing anything
Update phrase
Clean(editor): remove ServerDemoPlayer
Tests: compiles
Rotate security guard 180 degrees
Dress the vendor & security guard as bandits instead of the placeholder peacekeeper outfits
Clean: remove AntiHackDemoProcessor
- drive by deprecated API fixup
Starting process of removing full server demos
Tests: compiles
merge from prototype -> apartment_complex_monument
Setup enum dropdown to override initial gamemode in Game Setup
games minifridge
- updated with game model
- added some early baked textures
- updated prefab light
- updated materials
Adjusted how sockets are counted in the test. Fireplace now passes
Add bonerenderer baker + conversion components.
Converts non-deforming skinned meshes to normal meshes and attaches them to transforms.
Merge from apartment_complex_monument
satellite blockout progress
Resave TimeManager
Tests: nothing specific, but have been running with this changed for a couple days
Merge from new_navmesh_fixes, adds low level logs to help debug crash
Merge: from waterlevel_deepsea_sample_fix
- Bugfix for water level queries incorrectly mixing deep sea and overworld states
- Bugfix for deep sea ocean sim using overworld heightmap
- Simplified TerrainHeightMap API
Tests: ran unit tests, booted into craggy, explored deep sea and swam around
Merge from apartment_complex_monument
Add -checkTileValid starter param that slows down everything, but can help us narrow down the crash
Bugfix: avoid NRE when ocean sim is not initialized and we don't need it
Tests: booted into craggy
Subtract merge from main
154957
Added sounds to the rentable shops at the apartment complex
added third option for roll container
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Clean: simplifyy WaterSystemBurst.GetHeightArray_Burst
Tests: none, trivial changes
merge from clan_table_box
Adjusted prevent building volumes to allow box deployment under the clan table
Added foliage displacement
Adding a sewage tank that is in working condition inside WTP
tweaked terrain and surroundings
WTP S2P
Bugfix: OceanSimulation.GetHeightAttenuation - handle positions in deep sea
Tests: WaterLevel unit tests pass
Bugfix: Rewrite WaterLevel.GetWaterLevel to properly take in deep sea state
Tests: ran unit tests, water level consistency tests fail due to bug on OceanSimulation side, serial path, will fix next