145,533 Commits over 4,444 Days - 1.36cph!
▉ ▅▆▌▉▍█ ▆▌▄█▋▉▆▊▍ ▇▉ ▆▊▄ ▋▄▊▆▇▇▊ ▉▅▋▍
▉ ▉▌█▊▅▉ ▆▊▇▍▅▅▆▆▊ █▇▅▌▋ ▆▊▍ ▄▄▊ █▍▉ ▄█▄▌▌ ▄▄▉▇▊ ▍▊▄▋ ▄▆▉▄▊▅▊ █▍▋▊▇▍▍ █▉ ▉▄▆ ▄▇▉▅▆▇▆
Add TerrainToMesh source, simplify terrain baking process for deep sea + add it to s2p.
Fixed the final bloom pass's render texture size
Optim: ServerCachePlayerInfo - don't cache isOnLadder
Tests: ran AH consistency unit tests
demo_compatability_layer -> main
merge from apartment_complex_monument/prototype -> apartment_complex_monument
Also set telephones to be always powered
- was setting them to not require power but that was only applying on the server
Implement camera motion vectors
Empty compat file so it gets included in builds
Set bowless crossbow item category so its correctly set as a store item by the repair bench external link button
▊ ▉▄▌▍▇ ▍▊▉▄ █▌█▇▇▄▇▋▊▇█▄▋▄▇▅▄▍▇▌▋▍▅█▍▆▍▍█▍▌▍▇▋
▅ ▆▇▊██ █▅▇▊▋▄ ▌▌▊█▍▅ ▊▍▇ ▋▊▊▆▉▅▇ ▄▄▇ ▊▋█▊▆▅▆▆█ ▄▊▋ ▊▉▇ █▋▍▋ ▉▇▍▄▄
Set fridge as powered by default inside apartments
Prevent players from picking up deployables inside monuments when they require building permission to pickup (aka all the beautiful entities I spawned inside apartment rooms)
Bugfix: missed a couple places where ModelState.Blocking is updated
Tests: none, trivial change
merge from attachment_charms
Fixed skinviewer vertical drag clamping not clamping for real
Tweaked charms lighting
vending_stats_text_fix -> main
Stop the text going blurry in the vending stats page
office light prefab & related files
Clean: fix up formatting crimes in BasePlayer-SaveLoad.cs
Tests: none, trivial change
Update: duplicate ModelState.flags and ducking properties into their own arrays, keep them in sync with incoming model states
Will allow me to removed caching of 5 properties in ServerCachePlayerInfo
Tests: booted craggy
Keep the 'change accessory' button on selected items even if you dont have any charms unlocked
So you can remove a charm on a picked up gun
- Rewrite of the demo compat system
- General cleanup
- Couple of weird editor only bugs fixed
Fix new mountable tests having the "Deployables" category, breaking deployable tests
Minor cleanup, testlist
Set up (empty) camera motion vector pass
Merge from satellite_crash
Enable map zooming on the targeting map.
Codegen.
Fix per-object motion vector pass
Add teleport2satellitecrashsite
main -> demo_compatability_layer
Glowing Wallpapers - Ceiling stars WIP
camera_flash_fixes -> main
Optim: ServerCachePlayerInfo - don't cache IsCrawling, it can be deduced from PlayerFlags
Tests: ran speed consistency unit test, ran around craggy, crawled while wounded - all's gud
Assign bed to apartment owner after the furniture is spawned in the room (when room is rented)
Use the new method in SleepingBagCamper too
Refactor SleepingBag so code can reassign bags outside of RPC calls
Set upkeep terminal to only accept scrap (in the prefab)
Fix NRE from static list of client apartment buildings not being cleared when disconnecting
- put it inside EntityRealmClient so it's cleared along the main list of entities
apartment_complex_core prefab set dressing progress
▄ ▊▇▍▍▋ ▄▄▆▆ ▌▄█▌▊▆▍▅▇▉▋▉▅▅▇▇▅▇▆▌▍▉▊▅▅▄▋▅▊▄▋▋▅▄
█ ▇▊▋█ ▌▊▉▄ ▌▅▆▋ ▇▍▉█▉▆ ▅▉▆ ▄▌▆▋▇▋▍▄▉ ▆▆▅▋ ▄▌▉▉█▍█▉▌▊ █▅▍▍ ▄▊▇▌ ▊▌ ▆▇▌█▋▉▌▊ ▄▇▌▍▉ ▉▍▋▍▄▌ ▆▄▋▅ ▅▌▉ ▇▋▍▇ ▅█▉▇▉▋▄▄▋▌ ▄▌█▉▋█▉█▄▇▊▇ ▄█▋ █▆▊▊▅ ▆▅▋▊▅██ ▆▍▆▊ ▍▆▍▅▆▆▉█▇▄ ▌▋ ▉▋▋▇ ▅▊▅██▇▉ ▊▌▄▌▇▆ ▄▇ ▉▋ ▊▋▅ ▅▆█ ▆▊▆▇ ▅█ █▅▍▇▅▇▉▌▋ ▆▉ ▊▇▆▅█▅▅▇ ▋▇▍▍ ▍▊▆▌▅▌ ▌▅▄█▆█ ▍▌▍▅▋▋▊▄█ ▅█▋▍▆▌█▅▄
simpler solution using space transformation without creating a new sim-space
- root motion stored as a snapshot and lerped rather than using accumulated deltas, true stability
- root motion of 0 now behaves perfectly with rotation, helping keep VM much more stable
merge from automated_test_entity_bounds_fixes
Refresh test list for merge