147,791 Commits over 4,444 Days - 1.39cph!
Fix NRE from static list of client apartment buildings not being cleared when disconnecting
- put it inside EntityRealmClient so it's cleared along the main list of entities
apartment_complex_core prefab set dressing progress
▄ ▊▇▍▍▋ ▄▄▆▆ ▌▄█▌▊▆▍▅▇▉▋▉▅▅▇▇▅▇▆▌▍▉▊▅▅▄▋▅▊▄▋▋▅▄
█ ▇▊▋█ ▌▊▉▄ ▌▅▆▋ ▇▍▉█▉▆ ▅▉▆ ▄▌▆▋▇▋▍▄▉ ▆▆▅▋ ▄▌▉▉█▍█▉▌▊ █▅▍▍ ▄▊▇▌ ▊▌ ▆▇▌█▋▉▌▊ ▄▇▌▍▉ ▉▍▋▍▄▌ ▆▄▋▅ ▅▌▉ ▇▋▍▇ ▅█▉▇▉▋▄▄▋▌ ▄▌█▉▋█▉█▄▇▊▇ ▄█▋ █▆▊▊▅ ▆▅▋▊▅██ ▆▍▆▊ ▍▆▍▅▆▆▉█▇▄ ▌▋ ▉▋▋▇ ▅▊▅██▇▉ ▊▌▄▌▇▆ ▄▇ ▉▋ ▊▋▅ ▅▆█ ▆▊▆▇ ▅█ █▅▍▇▅▇▉▌▋ ▆▉ ▊▇▆▅█▅▅▇ ▋▇▍▍ ▍▊▆▌▅▌ ▌▅▄█▆█ ▍▌▍▅▋▋▊▄█ ▅█▋▍▆▌█▅▄
simpler solution using space transformation without creating a new sim-space
- root motion stored as a snapshot and lerped rather than using accumulated deltas, true stability
- root motion of 0 now behaves perfectly with rotation, helping keep VM much more stable
merge from automated_test_entity_bounds_fixes
Refresh test list for merge
Clean: remove JobHandle IsValid extension
This was a workaround for a Unity issue that was fixed in 6.3.14f1
Tests: none, trivial change
Optim: ServerCachePlayerInfo - only recache positional state if position changed from last call
Tests: ran around on craggy, sawm, crouched. retried connecting couple times
Play a sound when you toggle the flash mode on the camera
Commenting out newer RRP bloom code that isn't currently in use and converted BRP Bloom's intensity from a clamped float parameter to a regular float parameter
Configured bloom settings for all RRP volumes
merge from fix_baseentity_query_nre -> main
monument blocker vent - renamed collision meshes, removed non-entity object
Added support for BRP bloom in RRP
When taking a picture show a black screen if you're not using flash and a white screen if you are
Fixed camera flash being off to the right
better scale handling, handles scale outside of direct controller->origin transform chain, with early exit to avoid extra work on non-scaled chains (majorative case)
- also improvements to FrameUpdate overhead
▊ ▋█▄▆██ ▉▊▊▊▅▍▉▋▅▇▆▇▆▋█▍▆▋▉▇▇ ▍ ▄▆▋▋▆▆ █▄▍▇▄▇█▍▌ ▊▋▌██▆ █▅▊▇▉ ▆▌▆▇ ▊▄▄▉▊▇▌ ▇▋▇▆▄▇▌▆▍▇█▅▉▍ ▊▍▍ ▋▉▄▄█▊ ▍▊▌▊▊▍
merge from sprinting_footsteps_update
merge from player_corpse_no_buoyancy_assigned_fix
merge from bowless_crossbow
merge from parent_projectile_validation_on_default
Optim: ServerCachePlayerInfo - avoid transform access when recaching player center
Tests: none, trivial change
merge from clothing_mannequin_wearable_fix
merge from vending_purchase_clamping_fix
merge from demo_window_auto_refresh
merge from pool_analyzer_non_caching_methods
Deleted FrogBoots_Charm_Old, seems to no longer be used anywhere
Stripped bind subsurface profile components from all charms (inherited from basecharm)
Deleted FrogBootRubber SSP
merge from attachment_charms
Fixed Attachment.UpdateVisibility NRE
Toggle the charms MeshCull components instead of changing the distance when switching to viewmodel mode
Bugfix: separate position-dependent and other player state caching
It was possible that for a couple frames cached player state would be incorrect
Tests: none
WIP on expanding MeleeWeaponAnimationSubSystem to actual weapons
Add Throwing support
Merge from satellite_crash
The Demos window refreshes automatically when opened so you dont have to press the refresh button every time
Add simple demo loot room to powerplant locked behind a powered powergrid
Revert making CardReader and ElectricSwitch themselves powergrid entities, ElectricGenerator suffices and and is simpler
Merge from satellite_crash
Add control computer to launch site.
monument blocker - vent - updated manifest
Bumped skin viewer viewmodel camera near clip plane to 0.05, fixes clipping with ak handle