139,399 Commits over 4,383 Days - 1.33cph!
Merge from terrain_lower_fixes
Bake before loweing terrain in holes (commented out for now due to a bug)
Military tunnel s2p for updated terrain lowering
Launch site s2p for updated terrain lowering
Don't lower terrain on the edges of holes
Fix terrain lower OOB when alpha map resolution doesn't match heightmap resolution
Update: add Pause/Resume to ScopeRecorder and SlowScopeRecorder
Tests: tried them in throw-away code, works but exported result looks wonky and needs more work
Update: ServerProfiler - add ability to pause & resume active recorders
- added couple unit tests
- release binaries built from 61cba2fc
Tests: ran unit tests
Increasing build step timeout by 5 minutes to allow FPBuild to handle zombie process properly
Add apartment complex to Scene top context menu
Update scientist for new navmesh
Bugfix: Simplify RecordContext memory management in ServerProfiler.Core
- release binaries built from 39f0cfa4
Worst bug was that 2 threads sharing one recording buffer
Tests: recorded a bunch of test coroutines (2 frames worth each) via RecordScope, then ran a perfsnapshot for 10 frames - no issues.
update apartment_complex_monument/prototype
Assign new model prefab to reinforced item
Hooked up reinforced model positionining.
server_browser_improvements -> main
Server browser favourites are now optionally put to the top.
Users can enable/disable it in filters. This option is saved between sessions
added gibs for all the reinforced tiers and updated reinforced prefabs
Fix the red build block visual preview not showing the smaller zones at the harbors as well as only showing one of the two zones at abandoned cabins
Fixed by manually adding the preview prefab to those volumes, S2P both harbors and swamp_c
Forgot to include it in the usage help string -.-
Reapply
144020 (crypt building skin upgrade_radius) after stomp
Merge from ugc_screen_blur_fix
Fix missing terrain and foliage in report screenshots
Merge from vine_descend_fix
console_quickjoin_fix -> main
- Ensure typing 'connect' in console will also update the quick join UI
- Cleanup PlayerJoin.cs
- PlayerJoin is now the main way to tell other systems (ui, history) that we are joining a server. Using client.instance.connect bypasses everything ui related)
- PlayerJoin now uses client instance on the backend rather than connect (which is now a wrapper over PlayerJoin)
unskinned_windmill -> main
Missing instanced mesh filter
- Ensure transmission rotates again with the vanes
- Rebuild deployable prefab to follow the windmill.prefab instead of doing its own thing
- Small overall cleanup
main -> unskinned_windmill
merge from tincanalarm_v2
colliders for the previous batch of prefabs
▄ ▋▇█▌█ ▌█▊▋ ▊▌▆▉█▄▍▆▅▋▆▅▌▌██▅▌▉▄▊▅▉▋▋▇▄▉▌
merge from fillmounts_horse_fix
merge from wallpaper_nre_fix2
merge from adminui_health_fix
merge from Electric_Furnace_Workshop
merge from crypt_building_skin
Fixed server admin ui player panel health rounding issues, it matches the health vital now
Wallpaper OnFrameWhileHeld nre fix attempt
Fixed automatically generated report offensive content screenshot appearing blurry
Fixed kapok branch colliders on wrong branch, preventing vine descending
Ladder hatch open/close sounds now use small sounds template (was medium)
Player model will now switch to swimming animations once water factor is at 0.65 (was 0.5)
This matches the internal player movement behaviour - if the water factor is >= 0.65 we apply swiming movement
Updated conditions on player animator match (Walk <-> Swim)
Burst compile GeneratePipeMesh
Add 26 tests for the new pipe merging feature
Add debug.spawnPipeStressTest convar, spawns a grid of connected industrial conveyors
batching.refresh_pipe_groups will now force a reset of all pipes to the current system
Merge from heightmap_bake_fix