136,263 Commits over 4,474 Days - 1.27cph!
initial iteration of a push/pull sculpting tool that's working by smoothstepping existing data, allows you to very smoothly sculpt in a way that feels more like clay modelling than shape-stamping
merge from fix_apartment_race_purchase -> main
Fix apartment vendor not showing "sorry, we ran out of those rooms, please pick another" if two players go through the conversation options and try to rent the last room at the same time
Added windows server console history (using the up / down arrows)
Added console.consolehistorysize (defaults to 200) + codegen
https://files.facepunch.com/raul/1b1011b1/10_17-38-OddBovine.mp4
Fix powerplant fuse condition loss not using tick deltatime
Cow lean animations for the 3 main cycles
PowergridToggle now only toggles on/off based on how far (distance) a powergrid stage update has reached. Allows for powergrid on/off effects to be toggled in a nice looking sequence rather than all at once
Add convars for tuning how fast powergrid stage updates should happen
Stripped out ConsoleInput from the client
Update: add GetNetworkTime(ThreadSafeTime) overload
Going to use it to gradually convert entity saving code (instead of modifying all 40 callsites from the get go)
Tests: ran unit test for BaseEntity - no longer complains about scripting API, but thinks outputs differ
merge from gas_station_maintainables
Update: Convert BaseNetworkable.GetNetworkPosition/Rot to use GetLocalPosMT/RotMT
- every BaseEntity now caches it's TransformHandle on spawn
Only active when UsePlayerJobs >= 4
Tests: ran unit tests (now fails further). spawned a boat on craggy and sailed for a bit - no replication issues.
triangle ladder hatch icon
static small generator prefab, for around back of the gas station
Finalized powerplant base lighting.
added maintainables to scene + S2P
fixed up gas station car lift
added placeholder sound events
smoothed out movement of lift on clients
dont show "edit car" unless there's a car on it
reworked prefabs after changes, with accurate placements in scene
Cherry-pick global_mip_bias onto render_pipeline_testing
Fix shader error in Core/Skin
halving quantized max value for stored data, big quality improvement
Fix double navmesh on tropical island 1
Update: Implement GetLocalPosMT and GetLocalRotMT that can bypass unity scripting restrictions
- added unit tests
These are dangerous and can only be used if it's known that there's no other overlap with transform hierarchy changes. WIll be slower than TransformHandle read in editor/staging, but should be similarly fast in release
Tests: ran unit tests
Reverted standard shader subshader flip and removed RustRenderPipeline tag for lower LOD subshader
Fix oilrigs and tutorial islands navmesh not working with new system
Revert RRP quality level. One cannot simply mix and match pipelines. :cry2:
Fix dodgy prevent building area
Cant place pool table in terrain anymore, has to be on a construction
Reorder SubShaders of Standard Refraction such that RRP is first, GrabPass comes last
Add an RRP quality level to prevent shader variant stripping
Add decay to the pooltable
Destroy pool table when ground is missing
softened temp hitguide materials
Remove old pooltable models (will prevent read/write nre)
Powergrid state change work queue is now a PersistentObjectWorkQueue, skips having to add all powergrid entities again at the start of each work queue run
Update animations to fix up some timing issues and functionality
merge from healthbars_fill
Changed health bars to use filled image instead of scaled rects
Fixes bluriness and artifact at low ui scale
Restore old UI under `demo.legacyui` cvar, allow multiple animation clips on one track with cross blending, switch UI toggle key to tab.
merge from ores_block_safezones
Added spawn.ore_map
Renders a PNG of every spawned ore nodes location
Block ore nodes and woodpiles from spawning in safe zones
Multiple fixes to ensure Pooltable will run at low FPS:
- Allow table itself to run its own substeps on top of ian physics engine. This will allow the table to be able to catch up even when ran at very low FPS (MaxCatchUpTicks)
- Just use the client determinisim rather than snapping mid shot - should prevent balls teleporting around
- Use doubles rather than floats in some places
Rock Sculpture - shader updates and fixes
- Players currently registered to play can clean the existing pool table match
- Players with building priv can clear the existing pool table match
- Anyone can clear the match provided there has been no shots taken for 3 minutes (convar'd)
changed some blockers to be of the smaller barricade size now that it's available to place