143,538 Commits over 4,383 Days - 1.36cph!
merge from mortar_prototype
added 3p upperbody state anim clips
updated 3p pickup & drop anim clip lengths
Remove unused steam client libraries on Linux
* game\bin\libtier0_s.so and game\bin\libvstdlib_s.so specifically. They are not used since we use SteamCMD's automatic download of steamclient.so now
Delete linux_server_cycle.sh
* Unused file?
Remove height2normal.exe & height2ssbumb.exe
* Idk if they are useful for anyone. If need be, we can set them up to be compiled by the build system, since they aren't right now.
- Country now displayed on country button in main menu
- Cleaned up and seperated into GeoLocation class to stop us having to access Account.Hello all the time
switched to ReplicatedVars, compiler fixes, adjustments to separate client and server code
Add one shot handles, blend IK back in after firing mortar
Copy paste preview improvements, we now spawn building block conditional model using the saved modelstate
Some cleanup
Fixed regression with PhysicsCollide hooks
double support internal variable entity funcs
Nullout solid_t on creation
Fixed a crash with ragdolls when spawning in teleport triggers
Disable clientside "invalid sequence ack nr" check for now
merge from automated_testing
Fixed raiding tests CI filtering
Test lists
Fixed regression with PhysicsCollide hooks
double support internal variable entity funcs
Nullout solid_t on creation
Fixed a crash with ragdolls when spawning in teleport triggers
Fixed a crash with ragdolls when spawning in teleport triggers
Add pilot dlc box, electric furnace and electric furnace io entity to StorageAdaptorAllowCollisionGroup
Commit RidableHorse because it wants to and when it wants to we listen
Fixed regression with PhysicsCollide hooks
double support internal variable entity funcs
Nullout solid_t on creation
merge from main -> apartment_complex_monument
Fix compile error from non-existant namespace
merge from optimize_plant_lod_wind
Industrial Storage - tweaked gibs
added more parameters to equations for getting score area on the board, to account for non-standard board shapes.
added a gizmo to view scoring areas, toggleable so you can match the math to the mesh
Fixed flacky raiding tests
Rockets spawned by ServerProjectileTestSpawner were moving during the WaitUntilAllSpawned
Fix recast save being called in unity mode (even though it early outs, it logs a warning)
- Grab geo location from hello
- Initial setup
Mortar view model updates to fix up ammo syncing
Merge from workbench_upgrades
Merge from final_code_cleanup
Remove visualPointLookup and related build-lookup code. It's not needed any more.
merge from automated_testing
industrial floorpapers update, renamed them as well to match with the rest of the textures
Fixed CI testlist loading
set 3p card game anim to loop
Cache items and upgrades server-side, iterate these instead. Removes a bunch of getcomponent and tidies up functions too.
Update(tests): add simple pool perf tests (ST & MT)
ST avg: 1.29925ms for 10k alloc-deallocs
MT avg: 21.16116ms for 1k alloc-deallocs per task, 32 tasks
Tests: ran tests
industrial garage door
- texture polish
Updating bowless crossbow worldmodel rig with arrow mesh
edited 3p minicopter and generic sit idle anims
set 3p zipline anims to loop and anim edited
edited ik hand/feet positions on magnet crane entity and sled ik hand/feet positions on sled seat prefabs
some more marketplace, rejigged trees to produce a bigger focal point
Update: move Utils Measure routines to Facepunch.System.Tests
- also make it auto-referenced
Tests: compiles
FX debug setup. Alt ammo prefabs.
Refactor to GetInstalledUpgradeMods.
merge from mortar_prototype