120,505 Commits over 4,018 Days - 1.25cph!
Remove logs, moved capacity code into delayed method.
Hardcode capacity into the npc vending machine instead (if the slot number is unset) . They all have the same capacity anyway - saves doing S2P on all monuments with vending machines.
Revert last change, add a new disableLerps option to Ironsights component that will override any animation when calculating the viewmodel rotation while in ADS
Fixed issue causing outpost and bandit camp vending machines to be out of stock
Adjust blowpipe ironsights intro speed to 1.5 (was 2) and adjusted intro curve to kick in later, seems to fix it sometimes overshooting at the cost of a slightly slower ADS
Setup correct deployed vending machine slots 36 -> 30
Mild texture param tweak.
Snake reveal & snake hide prefabs.
Removed debug gizmo.
Applied FX to prefab.
Fixed floor and foundation using the wrong wallpaper skin id
Pressing right click with wallpaper in hands open the skin selection menu
Applying some properties that were modified in Procedural Map scene to the World Setup prefab
Keep at least 50m distance from harbors to other monuments (fixes harbor spawning too close to jungle swamp)
added dlc gesture preview and hooked up
Fixed new jungle meats turning into spoiled bear meat when expired
fixed a missing mesh from collider script on corner_c prefab
Final polish pass on vm camera animations for the initial list of guns
Merge: from relationshipmanager_leaks
- Server and Client-side bugfixes for pooling around RelationshipManager types
Tests: local 2 player session with flicking open-closed the contacts screen and with pooling tracking
Merge: from main
Tests: none, no conflicts
Fixed foundation incorrect wallpaper socket name
Bugfix: return ProtoBuf.PlayerRelationships back to pool after client rpc is executed
Think it was the only PlayerRelationships leak on client
Tests: local session on craggy, opened&closed contacts - saw pool metrics stay stable
Update: using new RelationshipManager.ClearRelations to avoid potential pooling leaks
Tests: none
Merge from protobuf_fixes
Fix possible race condition accessing NetWrite.Length after sending the instance to a network thread to handle
Bugfix: clear PlayerRelationshipInfo when returning PlayerRelationship to pool
Tests: none, since it turns out that we don't have any code that stresses this path - one more thing to fix then
viewomdel and prefab update
cave scene tweaks for cave openings (overrides)
adjustments to some cave pieces that didn't get full coverage
Fixed max setup on new armor
Dont automatically add max skins to the viewmodel skeleton list
bunkers room dressing save
converted mine tunnels, bunker rooms, sewer tunnels
Outside/inside checks
SocketMod_Inside can use custom ray dirs
Fix RPC error in CLIENT_SetTowId when detaching
Add code ready for a separate effect to be spawned on reposition to final position.
Timing/tweaks.
Experiment with simpler covers, fix compile error
Bugfix: return PlayerRelationshipInfo back to pool when forgetting a player
2 more places to fix
Tests: none
Bugfix: return to pool ProtoBuf.RelationshipManager.PlayerRelationships + nested types after client rpcs
There's still one more server leak and a client leak
Tests: local 2-player session. Made sure changed code is being stepped through.