134,259 Commits over 4,444 Days - 1.26cph!
Set door by front concierge locked so players can't get behind the glass with the apartment vendor
Front doors of apartments will close themselves after 5s when non-owners let themselves out
Clean: remove IServerCallback save request support
Keeping the core functionality on SaveRestore
Tests: compiles
Clean: remove FullServerDemos.cs
Tests: compiles
Clean: remove BaseNetwork.SupportsServerDemos
Tests: compiles
Clean: remove demo.full_server_demo
- rip out a bunch of stuff related to it, including transient entity serialization
- remove MessageType.DemoDisconnect and DemoTransientEntities (no need for protocol change)
Tests: compiles
Glowing wallpapers - foxfire wallpaper update
Ensure the NPC takes the scrap before granting access to the security room
merge from dpv_fuelbar_fix
Fixed DPV fuel bar text regression
Fix security guard having the wrong method overridden so the conversation actions weren't doing anything
Update phrase
Clean(editor): remove ServerDemoPlayer
Tests: compiles
Rotate security guard 180 degrees
Dress the vendor & security guard as bandits instead of the placeholder peacekeeper outfits
Clean: remove AntiHackDemoProcessor
- drive by deprecated API fixup
Starting process of removing full server demos
Tests: compiles
merge from prototype -> apartment_complex_monument
Setup enum dropdown to override initial gamemode in Game Setup
games minifridge
- updated with game model
- added some early baked textures
- updated prefab light
- updated materials
Adjusted how sockets are counted in the test. Fireplace now passes
Add bonerenderer baker + conversion components.
Converts non-deforming skinned meshes to normal meshes and attaches them to transforms.
Merge from apartment_complex_monument
satellite blockout progress
Resave TimeManager
Tests: nothing specific, but have been running with this changed for a couple days
Merge from new_navmesh_fixes, adds low level logs to help debug crash
Merge: from waterlevel_deepsea_sample_fix
- Bugfix for water level queries incorrectly mixing deep sea and overworld states
- Bugfix for deep sea ocean sim using overworld heightmap
- Simplified TerrainHeightMap API
Tests: ran unit tests, booted into craggy, explored deep sea and swam around
Merge from apartment_complex_monument
Add -checkTileValid starter param that slows down everything, but can help us narrow down the crash
Bugfix: avoid NRE when ocean sim is not initialized and we don't need it
Tests: booted into craggy
Subtract merge from main
154957
Added sounds to the rentable shops at the apartment complex
added third option for roll container
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Clean: simplifyy WaterSystemBurst.GetHeightArray_Burst
Tests: none, trivial changes
merge from clan_table_box
Adjusted prevent building volumes to allow box deployment under the clan table
Added foliage displacement
Adding a sewage tank that is in working condition inside WTP
tweaked terrain and surroundings
WTP S2P
Bugfix: OceanSimulation.GetHeightAttenuation - handle positions in deep sea
Tests: WaterLevel unit tests pass
Bugfix: Rewrite WaterLevel.GetWaterLevel to properly take in deep sea state
Tests: ran unit tests, water level consistency tests fail due to bug on OceanSimulation side, serial path, will fix next
Basic implementation of softcore 'raiding windows'
This prevents raiding outside of predefined server hours.
- Prevent building block damage outside the window (by projectile or explosive)
- Freshly placed tool cupboard (up to an hour) can be raided even outside the window
- Melee damage is still allowed
- Twig is always breakable
- Can't fire MLRS outside the window
- Per server convars for control (ability to also customize weekend hours)
- Setup to a open/close noise when the window opens or closes
Recalculate bounds on the champagne firework `MortarChampagne`
Planter bench colliders
Scene2prefab