137,167 Commits over 4,324 Days - 1.32cph!
Update: PoolAnalyzer - check finally and using blocks
- debug binary built from b28334fc
Down to 48 potentially false-positive errors
Tests: unit tests + started unity
Basic ItemDefinition tests, checks dlc items are not researchable as well as missing sounds
Finds 6 missing phys impact sounds
Add descriptions, regenerate testlist
Update: PoolAnalyzer - more escape cases
- recursively process expression statements to detect deeply nested escape cases
- add support for field initializer escapes
- debug binary built from e61378eb
Currently detecting 54 errors (still a bunch of false-positives present)
Tests: unit tests + started unity
Apartment complex B / small and large greyboxes
Added prefabs to the scene
Update: PoolAnalyzer - escape analysis if assigned to a variable as part of method arg list
- debug binary build from 8b392070
Currently seeing 60 errors in C+S (3 valid, 2 false-positives, rest unknown).
Tests: unit tests + launched unity
Fix buoyancy submerged states being incorrect while batching. Slight perf improvement from no longer calling submerged callbacks for no reason.
(thanks BlackLightning)
reduced size of cable heads in the viewmodel
Add Construction component so the sockets actually work and add 2 extra window sockets
Support multiple TestParameterSource attributes
Can now have more than one parameter source per test, they get combined
Biome experiments / backup
data cable viewmodel setup, model name changes
Basic worldmodel tests, already catches 30+ misconfigured ones
Add sockets for doors and a window to the trailer
- New Iron position
- New Driver position
- Better hand IK positions
Update: PoolAnalyzer - handle more valid cases
- added support for Dispose handling
- added if(obj != null) Free(ref obj) handling
- added support for using directives (both scoped and inline)
I give up on trying to handle local data flow involving pooled objects - there's just too much work here
Tests: unit tests + started unity (our Pooling unit tests no longer flag false-positives, this was kind of funny)
Scale trailer hackweek entity by 2.5x
Allow towing attachments to scale the force before the joint breaks on a per-prefab basis
- instead of changing global convar for hackweek each time I load the editor
- Can swap between putter, iron and driver by pressing CTRL when mounted to the ball
- Clearup and rewrite the club system (AGAIN)
- Reset and replace the position target transforms
Added data hub item, acts as a data combiner - 3 inputs 1 output
exported golf swing anims
Plugged the viewmodel prefab in
Fix clientside golf ball being returned to the server
Data cable world model and view model prefabs. Assigned new world model to item.
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Feedback changes:
- Inverted A + D for walking
- Reduced putting max by 50%
Revert golf ball mountable and golf ball back to what they should be
- Remade golf hole and animator
- Fixed merge issues
- Regen manifest
- Fix folder issues
Added fillContainers command. It will fill boxes, barrels, TC's (anything with a container) with random items within 5 meters of the player.
You can filter items by category too, same as the fill inventory command.
Updated UpdateLookingAt to ignore IO entities that arent matching the wiretool type you're holding
Way easier to wire chips when holding the ethernet tool, and chips cannot block electricity wiring
Update: PoolAnalyzer - escape a bit more
- don't analyze statements before Pool.Get call
- escape analysis when pooled object is returned out of method
- debug binary built from b8b556ae
Tests: unit tests + started unity. still a bunch of false-positives, but found first legit bug
Art pass for the data cable wire tool including:
- World model
- Viewmodel
- Lods
- Material & Textures
Fixed FixCaret TMP_InputField NRE
Computer has multiple 'power out' slots that you can power using the graph
fixed duplicate keys on minigolf ramps, fixed minigolf ramp 05 - added prop render script, rendered icon, removed deploy prefab and linked up mesh, cleaned up item prefab, hooked up correct icon, added new descriptions
- Stop golf cart wheels being pulled down by shock height
- Re-centre golf cart wheels, reorigin and reorient shocks, wheels etc
- Expose shock values in inspector
New: PoolAnalyzer - validates code around Pool usage
- debug assembly built from e7281f13
Tests: detected errors, but those are false-positives (return of pooled object instance)
Added mini golf course sections as deployables.
Fixed the config input fields fuckery
Golfcart cursed experiment
Cleaned up the mess in the UI folder