192,384 Commits over 4,049 Days - 1.98cph!
Merge from protobuf_fixes (exception trobleshooting)
Log the full exception in WorldSerialization.Save+Load
Ensure all assets are written to disk after `Update Loot Tables` is ran
- Don't take progress via RPC try and calculate it instead
- Adjust length parameters to adjust as the player swings
Prevent generating manifest from generating new loot tables
- only runs manually via `Tools/Update Loot Tables`
Hookup anim in holdtype so third person fire anim triggers
Some radiation dart changes:
Capped to 3 applications, 10 radiation each.
Effect is now reduced by radiation protection.
Updated wood armour gloves materials, textures, and viewmodel and viewmodel prefab
Simplelight facelift. (Also the glass no longer magically glows in the dark like it's radioactive, sorry!)
Battery FX fix.
Baked LOD3s for piper nigrum. Rehooked up disconnected LOD states.
Fix regression with Creator tool
Fix scanners creating console warnings on spawnmenu spawn
resource.AddFile does not add .jpg for .mdl files
Fixed crashes when SubRect materials is used on a brush
Dedicated server workshop improvements
* Cache addon list on success
* On failure to connect to Steam, try to load addons from cache (this is kinda hacky)
* Run Steam callbacks when waiting for Steam Log On, maybe that makes it work more consistently.
Mention that sv_no_ain_files should be set before map load
Handle missing cache file a bit better
Remove cl_showpluginmessages
Jungle ground plants building displacement
merge from tunacanlamp_preventbuilding_fix
Merge from protobuf_fixes
Fix RPC error in SetInheritedVelocity
Fixed tuna can lamp blocking placement through walls, its prevent building volume was quite large
Also fixed its bounds that were completely off, causing issues with LOS checks and error messages
viewmodel - Edited end of reload to finish in ADS idle pose (to stop it freaking out if r/click is held prior to it finishing)
Cleaned up, meshes, WM and icon updates
Missed a commit - darkened piper nigrum albedo layer slightly.
Tapered corner pieces of piper nigrum. Added final translucency.
Fixed misaligned interior pillars inside Zigg on LOD1 and LOD2.
Merge: from ioentity_slacklevels_pooling
- Fixes IO entity spilling List<float> on save
Tests: build a couple water tanks and checked pool.print_memory
Bugfix: use pooled List<float> during IOEntity's slacklevels saving
Avoids inflating List<float> in the pool, and eventually spilling them, leading to GC pressure.
Tests: on craggy build a couple water tanks - checked that "List`1[System.Single" pooled active objects doesn't go negative
Updated Conditional Meshes
Removed all animation from the electric furnace lighting, because it's not a flickering fire.
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- Can throw boomerang sooner after catching it (quicker caught animation transition)
- Reduce catch animation duration frames
merge from rustige_egg_spec_balance
merge from fix_explosive_inserts/attempt_2
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Fixed audio.speakers setting stopping any playing looping sounds. Was abused by players to stop ambient looping sounds
Can no longer use a boomerang to gather wood or harvest bodies
Double boomerang throwing range
Merge: from playerinventory_allocs
- Removing extra garbage allocs from ToArray calls
Tests: equipped armor when already having one, tried to pick up an extra map with one already in the belt
Update: PlayerInventory.CanWear no longer allocates an extra array
- BufferList.CopyFrom now clears orphaned range, to avoid holding references to managed objects
Tests: gave myself 2 maps - they correctly avoided being both on the belt
merge from broadphase_abp
Remove HideUntilMobile logs
Update: pool ToArray allocation in PlayerInventory.WearItemCheck
- BufferList now can copy from List
Tests: equipped armor while wearing armor
zigg water surface collider was not set as 'convex' - S2P
merge from oldhorse_purge