108,630 Commits over 3,867 Days - 1.17cph!
Fix options menu not having a body section enabled by default
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Turn off r/w on tin can gibs mesh
Enable useContinuousCollision on tin can gibs, they are so tiny they are falling through objects
Fixed create gibs in scene button not working in editor
Fixed a rotation error in editor
Updated helis dummy repair item names so we can display accurate building errors
Added new "Blocked by X" building errors for players, horses, modular cars and scientist npcs
Localized NPC names
updated WorkCartDecals_albedo
Unauthorised is now correctly spelded
fix for rail road planter
added missing bottom face
Adjusted AreaCheck and SphereCheck socket mods default messages
Added detailed fail messages and/or re-order priorities on a few item prefabs
- Tool cupboard
- Water pump
- Drone
- Fish trap
- Floor spikes
- Gravestones
- All seeds
fix for small and large planters missing underside faces
Fix fuel tank mesh collider not being readable
Remove some more allocations and add more profiling
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Explosion post profile & file org.
merge from spectate_blackout_fix
Fixed spectator getting a black screen when the spectated player dies
tin can alarm gibs colliders
Fix a collider's cached monument not being invalidated if the collider moves
- no evidence of this happening but best to be safe
Rename `MonumentColliderTag` to `CachedMonumentComponent` to make it a lot clearer what it does
Add `GetOrAddComponent()` to ComponentEx instead of using the VLB namespace
New: Starting set of CompanionServerTests
A set of functional tests that validate operation of CompanionServer (Rust+). This only covers 3 request types out of 19, but proves that this should work in principle. Next up is adding the remaining tests and making it safe in regards to server-client modes.
Tests: Ran new unit tests - they pass.
Added a setting for errror toasts to be displayed on top of everything, so they can be seen when the in inventory and other menus
Set a few of them to show on top
Multi-thread navmesh building, making the recast side computations almost negligible
Ported ExplosionScreenBounceFade
More error messages localized and toasted: legacy deployer, vending machines, spraycan, inventory
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Separate navigation building steps so it's easier to multi-thread
Vehicle locked/unlocked messages localized and toasted
Add option to build navmesh asynchronously, add more profile markers
Player inventory, storage containers and player belt fail messages localized and toasted
Minor socket mods fail messages tweaks
env_fish correct values on main camera
Fixed missing PreventBuildingMonumentTag on all caves prevent-building volumes
- fixes the tin can alarm not deployable in caves
- fixes barricades not deployabled around caves
Ran S2P on all cave scenes
DPV Beacon light
LODs and material/textures
Beacon light prefab setup
lake b and c builds, unity scene setup
Localized and toasted repair failed errors
Speed up navmesh generation by using arraypool instead of a massive buffer
Refactored and renamed a bunch of stuff so we can use these toasts for any type of gameplay errors (building, item movement, etc)
Fix memory leak and add more profiler coverage
Localized server side building errors
Moved them out from the chat to the new toast UI
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New: Adding Server unit tests foundation
Sadly, they're not fully functional now - the client and server connect to each other, but the full client handshake doesn't happen. Will chase this up after I setup companion server tests (what I originally intended to test).
Tests: none, as I know it's borked
Add option to disable verbose log and add profiler markers, reduce gc allocs
Save and load navmesh as part of boostrap and saverestore flow, lower voxel size for tiles that only contain terrain