135,947 Commits over 4,474 Days - 1.27cph!
merge from bootstrap_fastmode
merge from bootstrap_logs
Correct occupation-over values for all dweller jumpsuits (fixes naked underwater dwellers)
Supermarket freezer new sounds
Merge from PlayerMaintainedMonuments/powergrid
Add _RRP multi_compile to all shaders with a forward pass
Remove _UsingRRP dynamic branch
Added support for the LensDirtinessEffect in RRP and added some if client wrappers around the night light effect's renderer feature and pass
Add support for apartment rooms to only be spawned based on position instead of all the entities being baked into the monument's scene
- stores list of entities to spawn inside a component attached to the output prefab
- spawns them inside FindMapEntities()
- fixes needing to run S2P when only the apartment room prefab is changed
- reduces scene size from 175MB -> 75MB (unsure how that translates to actual RAM usage)
Abort the launch in the (unlikely) event the final lock-in search fails, prevents potentially locking up the event.
Bugfix(tests): remove test assertion that can sporadically fail
Since we run some checks in parallel, some state results are unreliable
Tests: ran unit tests as a batch and each in isolation
Manually force global broadcast, just incase - particularly for saves.
enabled censor on tank top (so skins don't reveal nudity)
merge from apartments_adminauth_bypass
Made apartment.adminapartmentnoclip a server variable instead
Client compile fix, codegen
Fix darts throwing towards the player and bricking the darts board
Bugfix(tests): ensure env volumes get cleaned between TestIsFlyingConsistency runs
Found a test that fails when run in isolation
Tests: ran unit tests
Bugfix(tests): use test state caches for PlayerState
Fixes failures from previous change. Spotted a bug that should cause a failure, yet it passes somehow - will investigate next
Tests: ran AH perf and unit tests
Added logs in bootstrap when each step starts and ends, helps debugging issues
assigned temp baseplate to rock sculpture
Update: move generic AH state from BasePlayer to AH.PlayerState struct
Tests: ran AH tests, perf tests failing (will fix next)
Fixed world setup in train tunnels test to make dwelling spawning work
Cherry-pick: Fix shader errors about undeclared identifier '_ST_WindBranchAnchor'. (Use SpeedTree 8 Wind)
Fix shader errors about undeclared identifier '_ST_WindBranchAnchor'. (Use SpeedTree 8 Wind)
Halloween costume prefab fixes
Create new livestock testing scene with ai enabled
Setup cow movement speeds
Train tunnels test scene cleanup
temporary pack icon, set up shotguntrap as skinnable and hooked up gamesroom shotgun trap skin to it
Bugfix: add missing reset call for noclip states
- also minor refactor
Tests: ran unit tests
merge from oldconsole_purge
Manifest update and collision for lockers damage stages
Remove more old unused code
Removed legacy_erroroverlay
Fix safety delay not working with a potential range
Fixed the satellite prefab path for test commands
Enable saving on Satellite.entity again
Fix potential issue with satellite being destroyed before impact leading to bricked flow. Should never happen, but worth covering.
Clean: minor refactor
- remove dead prop
- wrap unparentTime in prep for moving to it's own state array
Tests: compiles
Monument blocker stacked lockers - stage 1 to 3 plus gibs, plus prelim entity setup. Material is placeholder test, will be replaced w/ retexture
Bugfix(tests): use passed in array instead of global static when checking overlap with player
Same bug as before but on a batched path - guess I was sleep deprived yesterday.
Tests: ran all AH perf and unit tests - they pass
Bugfix(tests): use correct array when checking overlap with other player
Fixes PerfIsFlying tests, gotta fix the batched now
Tests: ran perf + unit tests
Fixed crash when closing dev tools
Move cathode volume component into project
Clean: move noclip state from BasePlayer to AntiHack.PlayerNoclipState
Tests: ran all AH tests, unit tests pass but perf tests fail (for flying checks, will fix next)