154,987 Commits over 4,536 Days - 1.42cph!
redo demoui2 sandbox panel, add parenting, redo colorpicker, add keyframing lights intensity/range.
Fixed battery ReceiveAdditionalData client rpc
Fix map button not enabling on the connect modal for the nexus path
Fixed all animals set to female
Added breeding fsm states
Fix nexus map squishing after those changes
Fix underwater labs windows refraction texture with RRP
Cull the bone hierarchy on the building/boat planner on the server
Should remove 17 gameobjects per planner on the server
Converted cctv cameras and windmills
Tesla coil and igniter tests
Merge from sprinkler_fixes_aug_26
Added white boomer firework so pack icon doesn't look misleading
New colour variant following the existing prefab setup - item, mortar, shell, icon and PFX. Recoloured from the blue variant.
will need a look over
Nexus connect modal fixes
Fix MaxPlayers being wrong after my changes
fixed jungle primitive loot box gibs not using the proper material upon destroy
Converted water wheel, added some tests
fixed gibs for the crate_basic and its gib colliders.
merge from f1_menu_category_sort
Merge from m15_modslots_fix
re-exported crate_basic so the scale is zeroed out
Fix log messages from other threads not showing up in the console / RCON due to not having a threaded log handler
- buffer in queue, swallow on main thread and feed into normal logging callback
Update other conditional model code to take into account null slots in conditionals (since we cache the last state of each conditional instead of only storing the spawned conditionals)
Optimize conditional models to only refresh if they are changed
- fixes condition models all being destroyed and recreated every single time the model state was changed instead of only creating and deleting the conditionals that needed to be
ordered f1 menu category buttons alphabetically
Sort by the translated button label instead, so the list reads A-Z
editor_multiplayer -> main
- Final name cleanup
- Fix performance logging NRE
- Hot reload fix
Custom FP Scenario dropdown to replace the default Unity one
- Renames/improvements
- Fix few more second client NRE's
- Crosshair NRE fix
Fixed not being able to transfer water into the held water bucket via the UI.
Includes automated test. Fixed LocalPlayerTestFixture not waiting for the player to spawn in and asserting too early
add a scroll fade/gradient to tabs
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removed unnecessary prefab
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Added test_physmat_cube_COL, a per-face physics material test asset
Cube with 6 physics materials, one per face, each side of the cube split differently to test how material boundaries behave.
6 is more than any real asset would need, deliberate headroom for finding the edges of the per-face lookup rather than a realistic case.
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merge from flex_color_picker_fixes
Update: consolidate OS specific calls to RustNative
Still gotta build and test linux and mac, gonna do that tomorrow
Tests: ran temp scene
Reverted previous idea, now using a better way of fixing it
Don't hide rooms until they have been invisible for 5s+ (prevents room going invisible as the door is in it's closing animation + reduces churn from rooms being deleted and networked over and over
Move code around, don't unload filestorage since domain reload should handle it
merge from automated_testing
Simplified battery console commands
Set main power slots for EngineListener and AlarmSystem prefabs (DummySwitch from monuments)