108,631 Commits over 3,867 Days - 1.17cph!
Added an IDetector interface so the tin can alarm doesn't have to inherit from BaseDetector and IOEntity
Only bother getting the trigger parent component should the bike have a driver
Ensured bikes still perform clipping checks parenting to any other volume that isnt enclosed. Eg, cargoship, swing bridge etc
Fixing compile errors, update manifest, fix protobuf definitions, and updating FuelSystem usage to new IFuelSystem interface
Optim: reimplementing List.Compare to use an inplace algorithm
Caused by my upcoming changes to Free<HashSet<T>> requiring IPooled(I could've worked around it, but it was better to optimize it). Although I didn't benchmark, this in theory is a straight win - 3 less loops, no need for extra pools, and also fixes a harmless-but-perf bug(remained set had more elements than expected).
Tests: Build for Client target. I also need to do runtime validation with a 3player multiplayer session - I ran out of time, will done once I'm back home.
WIP proof of concept for automating the entire process after pasting a list of workshop URLs.
underwater_divesites scene playable in editor
exported wolf run turnleft 150 to run test anim
merge from BurstClothFixes
Fixed burst cloth controller LODing not being marked as dynamic in some prefabs
Set-up corpse prefab and ragdoll prefab for croc. addad hitboxes and various scripts to croc prefab.
small ocean wreck buoy
initial prefab setup
LODs
fixed CNY_Spear and SkinningKnife BurstCloth setups
- proper gravity values
- reduced damping to reasonable values
Fixed ConversationManager Update NRE
Merge Cargoship Log Spam Fix -> Main
Wrap a bunch of loose logs in HarborCrane and CargoShip with editor checks. This will prevent log spam
Client compile fix, code cleanup
Only get item schemas once to speed multiple item processing up, and do it during scene bootstrap.
Initial support for parsing a list of pasted workshop URLS and finding the matching items
Disabled saving on NPCVendingMachine_TravellingVendor, may fix entity leak
Update: Adding Pool.FreeUnmanaged overload for MemoryStream
Since Free got changed to accept IPooled only, it allows us to delete a runtime check in the editor env.
Tests: build only in editor, all targets
Wire deployment cancel condition
Feedback: Replacing bikeshedded emptyArray with Array.Empty<T>
Tests: trivial change, so only built Client+Server
Switch from pinging servers via their IPs to pinging the entire server list via 4 queries
merge from mountable_rotation_fix
merge from fix_convar_defaults_server
merge from optimize_prewarm_doors
merge from triggerbase_fix
Converted the isGestureViewmodel field on viewmodel into a new viewmodel type variable, also has a shield type
Fixes bullet casings ejecting from the players camera while a shield is equipped as well as some clothing issues
Temp model
Added a new shield hands layer to the 3p animator that only masks the left arm, just has an idle for now
Hold RMB to block with the shield (only visible in first person right now)
Cannot attack while blocking
Hide the left arm of viewmodels when a shield is active (rotated off screen)
Hide the viewmodel shield while reloading weapons
Let bike driver wield items
Updated third and first person animations for rock paper scissors gesture.
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Rock paper scissors gesture anim progress + backups
Wire ground watch, make sure to cut the trap wire when the entity it is attached to is destroyed
Made a simple shield viewmodel, seems to just work as expected as the shield entity is getting the correct OnDeploy/OnHolster client events
Added a shields inventory loadout for testing
Can now use M92 with shields
Can no longer ADS while a shield is equipped