139,736 Commits over 4,383 Days - 1.33cph!
Clean: rip out serial player update(Jobs 0) flow
- moved idle kick logic into ServerUpdateParallel
Need to purge non-called methods next
Tests: compiles
Updated '24' in neon sign to look more like neon sign font
Move upgrade icon UI convar
Rename workbench upgrade proto to more generic Workbench.
Animation clip updates so we have the attack animation split into 2 clips
Clean: remove server.EmergencyDisablePlayerJobs and relevant code
No more safety, where we're going we need bravery
Tests: compiles
Update: remove not-in-playercache checks around TickCache where appropriate
- also changed resizing to be dependent on playercache capacity, not length, as that was a bug that somehow never tripped
Tests: compiles
Update: connected players always register with PlayerCache disregarding Jobs mode
- Cleaned up a couple checks that now become irrelevant
Tests: compiles
Clean: remove occlusion v1 path from jobs 2
Occlusion v1 path still exists for jobs 0 - I'll rip that out a bit later
Tests: compiles
Clean: remove Jobs 1 paths in BasePlayer.ServerUpdateParallel
Tests: compiles
merge from harbor_build_block_preview_fix
Fix player aim getting set incorrectly after switching from a seat with aim support to a seat with no aim support
Uses an old hack we did for the snowmobile, apply it across the board now and also trigger it if the mountables animateVehicleAim360 state is changing
Merge from island_water_volumes
Merge from combat_knife_rotation_fix_2
Merge from balloon_clump_lod_distances
Merge from recycler_ammo_fix
Merge from floor_frame_grill_fix
Merge from ladder_hatch_sfx_range
Reassign all animations on Scientist2 controller to new player model anims
Still some issues while spriting, but no weapon issues
Adjust SofaSeat spawn positions on public_bench_chairs_300_mountable
Updated boat vendor with player boat items
s2p all floating cities, swapped vending orders for boat vendor on FC3 and 4
WIP new items for sale for the floating city, from april quickfire
Print in chat when they get a room until we sort out conversation fully
Remove more junk from prototype room number prefab
Implement protobuf data for room numbers
Add digital sign prefab as a placeholder room number sign so you can see which room is which
- text will be set to the room number when loading on the client
Scale mortar shells, fix shells clipping through mortar when firing, tweak IK curve for loading cannon.
Continuing work on the UI
- Text components
- Input fields
Assign room numbers manually inside `apartment_complex_wing.prefab` so it has more control going forward
- small apartments 101 - 116
- medium apartments 201 - 608
- large apartments PH1 - PH6
Allow apartments to have room numbers assigned in the prefab
- ignore the original version that assigned room numbers in code because I am a programmer
Somehow apartment vendor loadout got deleted
merge from planter_reskin_water_fix
Fix planter boxes not receiving water after being reskinned via spray can
merge from server_browser_refresh_fix
Fix refreshing the community tab in the server browser duplicating listings in the modded tab
merge from computer_station_IO
update apartment_complex_monument/prototype
Fix .meta files that were trying to create random folders
merge from PlayerRigUpdate2/Hair_Fixes
Some niche fixtures that I missed.
Scene
merge from main -> apartment_complex_monument