133,658 Commits over 4,293 Days - 1.30cph!
Don't reloading the PT boat turrets when turrets are full - they have to have fired a shot first
Updated ghost ship map marker icons
Fixed rotations not matching
vedning_machine_vis_fix -> main
Fix fetch cycle throwing an NRE
Added search bar and failed/passed filtering
adjusted lod distances on various boxes
main -> travelling_vendor_vis_fix
mountplayersync_ai_bypass -> main (yolo2)
Remove garbage allocations from BaseMission.id property
Codegen
metal box matrix setup, updated icon
metal box removing temporary files
removed slight finger clipping on vm paintball gun admire animation
fixed crazy deploy size on paintable reactive target
added correct collision for window paintable but still cant see paint
latest paintable reactive target lods with power sockets skinned to rig and exported
Reinstate GetDeployAndEditPositionRotation checks.
Temp disable parent boat chceck for finish editing.
Fixed minor zfighting in stone component box and fixed slightly offset origin, refactored explosives component box FBX to separate out glass
Applying all my recent shelved work.
param changes to stone component box corpse, reran manifest
Prevent storage adaptor placement on boats
Updated performance logging to include the new shadow quality preset ConVar
stone box gibs corpse WIP
export update moving camera to origin
Merging main to build_cache_redirect
ore box added corpse, split off matrix, lod adjustments, model adjustments
food box prefab tweaks for socket
Update ignore list to include new boxes
Merge from storage_adaptor_box_collisions
DeployVolume entity group lists now respect the entityMode field
Switched the storage adaptor deploy volume collision check to ignore wooden boxes (will still be affected by prevent building check)
Converted entity list to a EntityGroup for easier management
Added a placeholder charm selector to the skin selector box in the crafting screen
Added support for adding arbitrary PropRenderers to the Icon Geneartor manifest (very hacky, needs some cleanup)
Convert AccessoryManager into a singleton scriptable object
Add a new AccessoryItem class, derives from SteamInventoryItem, basically a skin that points to a charm prefab
Convert spawning processes into GameManager so we can use pooling
Store a selected charm per item in PlayerPrefs, similar to how we store the selected skin per item
Don't turn on all child objects of culling volumes, was only needed to work around an editor bug
Merge: from useplayertasks_removegroupocludee_nre
- Bugfix for NREs and errors when using -enable-new-server-occlusion-groups
- Unit tests to cover parts of old logic and entirety of new logic behavior. 20 tests totaling 255 permutations.
Tests: unit tests + 2p on craggy with noclip, teleportation, disconnect, killing sleepers and using OcclusionValidateGroups
Added progress bar, some layout changes
TestRunner can return its progress at anytime when running tests
Clean: Calrify in a comment what provisions does new logic can guarantee
Tests: none, trivial change
Merge: from main
Tests: none
Merge: from useplayertasks_removegroupocludee_nre
Tests: unit tests + bunch of manual tests