108,629 Commits over 3,867 Days - 1.17cph!
Various post playtest fixes.
Fixed fire mode switch sound being replicated
Rocket type visual consistency & napalm effect.
Change the in game news to use FP.Flexbox - should fix all the random layout issues we get
Also adds better ultrawide support by not letting it stretch across your entire screen
Show the server time,HH:MM format
Working alarms, let power pass through when ringing
Replace calls to DDraw.Line with Graphicss.RenderMesh of a MeshTopology.Lines mesh, greatly reducing GC pressure
Combine `isFlushing` and `invalid` bools into single `disposed` bool
Add `UsePooling` convar that allows you to turn pooling on and off for bulk uploaders
- default to false to help debug why multiple types of events are uploaded to the same file
Include serverid in uploaded path so we can see which server is sending errors inside ingest failures
Exploring the parenting of bikes to the back of scrappy to see if its even feasable
Added jungle door, window bar blockouts. More wall kit work.
Bear ragdoll prefab update, changed various colliders and character joint angles.
player update. editing rocket launcher anims to match viewmodel
Reduce navmesh draw allocs again
updates to player animation controller (walk e & w hooked up wrong, timing speed set back to 1)
sar set to use rifle locomotion anims
spine settings for some entities
Further optimize navmesh drawing
Reset stock back to 10
Removed excess logs
Attempted travelling vendor 'Advance Path NRE' patch
added BaseEntity query that properly checks radius against the entity obbs
- existing uses replaced with GetInSphereFast version that don't do the finer check
Optimize navmesh debug view
player update. added y transform offset to swim N anim to match the height of the treadwater anims
populated playerAnimation.controller with latest 3p anims
merge from swap_keycard_fix
Complete client navmesh drawing
Make it possible for admins to see the navmesh
divesite container update
Integrated unique environments into World Setup stack
Adjusted min altitude for inland place cliff components to -100m
merge from unique environments to cliffs
ue_oasis_c build and level prep
Potential SwapKeycard.UpdateAccessLevel fix
Compile fix following merge
barnacle_tiling_orange variant
Better rotation and demolish blocked errors
Grade upgrade message order
Optim: Don't wait full timeout for CompanionServer if it's done
Tests now run 2.5s instead of 12s.
Tests: Ran all tests multiple times - all green
Plaster added to jungle ruins
Update: Adding last tests to CompanionServerTests
One of them, TestNexusAuth, doesn't do deep testing since it requires setup of NexusServer, which is incompatible because of DontDestroyOnLoad.
Tests: Ran all unit tests multiple times - all green
renamed files and folders
oasis_b build and level
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