125,327 Commits over 4,171 Days - 1.25cph!
merge from drone_storage_slot
don't let market drones brick the server with bad entityref access
S2P radtown_small_3
Minior spawn location changes
shuffled loot locations of train yard
Fixed max population exceeding spawn points - meaning loot rarely spawned inside each other
Added more loot spawn positions
S2P
shuffled locations of water treatment plant loot
Moved diesel behind puzzle
S2P
Add new BlockType to ConstructionSocket with Building/Boat options, defaults to Building.
ConstructionSocket.IsCompatible checks block type matches so building and boat blocks can no longer be connected.
tweaked shote_crate filters
merge from /meta_shift/monument_loot_shuffle
merge from fix_vitals_sorting
merge from vehicle_damage_stat_display
merge from marker_teleport
merge from sleeping_bag_shadows
merge from optimize_flashlights
merge from codelockedhackablecrate_modded_prefabs
merge from Wildlife_Cull_JungleAnimals
merge from decay_scale_ui_fix
Terrain material improvements.
Prefab scaling changes vs desert variant.
Helper methods for:
Quickly checking if flags have changed between two flag sets
Quickly checking if flags have changed between two flag sets
Quickly checking if two entities are the same prefab (removes a bunch of GetEntity and prefabID checks)
Quickly checking entity realm
Quickly checking if item is in container
Quickly checking if item is new
Bunch of jakes suggestions:
Renaming
Creation of a general Safety class which can check items and throw exceptions if specific issues come up
Integrate item safety class
Keep assert stuff here as well
full_drone_marketplace_fix -> main
merge from fix_admin_logging -> main
Print off `[Config File]` in the admin logs instead of `[Unknown]` when commands are read from a config file
flex_layout_manager_spam -> main
Add a Temp FlexLayoutManager, which will prevent the 'There is no FlexLayoutManager' error spam in bootstrap
WIP setup for playing notification sounds for monument events
assembly definition if i end up convinced to pull this to main
Our own small assertion library. Supports everything you'd expect with minimal overhead.
Minimal abstraction. Throws failed conditions in debug.logerror so we can actually use it on staging effectively.
Allows us to do assertions on CLIENT/SERVER specifically - takes advantage of our symbols
Eg:
FAssert.ThatOnServer(test == 5, "Success!")
compile_simulator_unused_variables -> main
Compile simulator will now treat 'field is assigned but its value is never used' as an error: just like our build server
syncvar_crosssave_fix -> main
Ensure Autosync sets the field value on the server as well as the client
Enable admin logging a bit later in the function so it doesn't capture `readcfg` running a bunch of commands
Added a small offset when activating bunnyhopping so the mounted player moves upwards with the bike rather than being glued to the seat (it was hard to get this perfect without the hands clipping through the handle bars)
https://files.facepunch.com/jacob/1b0911b1/Unity_ywrHLT5FK7.mp4
Update manifest (prefab files)
security barge lods, collision, bug fixes. new stair prefab added for barge