134,441 Commits over 4,444 Days - 1.26cph!
added a bunch more boat layouts for testing
Reduce guaranteed slots from defensive to 1
New(tests): ProfileExporter unit tests
Synthesizes basic profile streams and sees if it sucesfully exports them, without checking contents.
Tests: ran tests, 2 fail. inspected some outputs of passing ones
merge from render_pipeline_testing (reflection fix)
fix vclouds not showing up in water reflections in BiRP
basis of test to print table of front-on drag of a set of different copypaste boats, going to be used for retuning drag-by-angle values
Industrial Autoturret - Updated textures
Fixing skinning for lumberjack hazmat
New gesture animation polish pass
merge from waterwheel_deployable
fix label of new io info on item
Workbench level 2+3 loot panel assignment
fixed missing texture on tier 2 workbench
Add a workbench vitals prefab with the new setup, replace existing ones with it.
drag consistency fix
- track generated rays on each drag projection plane, in some situations it could result in generating an extra ray and alter drag values
- all tests now passing
Ton of general workbench client/server compile fixes
Merge from chainsaw_hotspot_gathering
Fix server log when throwing items at trees and ore nodes
Add a convar to gate the icon display behaviour.
Switch to FacepunchBehaviour. Reduce icon tick and move it to invokes.
stripped back workbench 2, added new corpse
Move all standard shader inputs into one cbuffer, guard other files with #ifdef (included through `Standard.cginc`)
Update prefab MetalIceVest
IceMetalChestplate and IceMetalFacemask setup
workbench tier 1 corpse update
WIP show icons of equipped upgrades in workbench vital panel
Bugfix: protect network group networkables access since it's lazy initted now
Tests: opened deepsea on craggy, ran `deepsea.printentitycount`, flew around craggy and open waters, entered and left deep sea, killed scientists from far away
added test case to retest specific known-failing drag consistency tests
- adjust TestFixture to allow it to run non-public test methods so my dodgy BoatRotFailSetup test parameter struct doesn't need to be public
Merge: from main
Will need to subtract some stuffs
Remove conflicting shader directory
Set up layer structure in new prototype shader
Split StandardLayers into types and functions
Cherry-pick new standard shader prototype
Added the default light cookie for spot lights and a white cubemap for point lights that don't have a light cookie assigned
Added support for custom light cookies when shadow caching is enabled
Merge from terrain_renderer