160,528 Commits over 4,566 Days - 1.46cph!
Fix wool and lead armor insert worldmodel outlines
Merge: from reserialize_sprites
- Update(editor): reserialized all Sprite assets to stop unexpected modifications (meta changes only)
Tests: spot checked a bunch of metas
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Update: reserialized all Sprite assets, part 10/10
Update: reserialized all Sprite assets, part 9/N
Update: reserialized all Sprite assets, part 8/N
Update: reserialized all Sprite assets, part 7/N
Update: reserialized all Sprite assets, part 6/N
Final nailgun adjustments
Update: reserialized all Sprite assets, part 5/N
Update: reserialized all Sprite assets, part 4/N
Update: reserialized all Sprite assets, part 3/N
Update: reserialized all Sprite assets, part 2/N
Update: reserialized all Sprite assets, part 1/N
Tests: spot checked 10-15 metas
Double Barrel Shotgun - Added sights to worldmodel (long overdue)
Nail visual projectile tweaks.
Tweak on nailgun attack FX.
Merge: from consolidate_onitemremovedfromstack
- Bugfix: added missing invokes for OnItemAddded/RemovedFromStack
Tests: unit tests + automated tests
Update: refresh server test list
Tests: ran my new tests
Fix caboose lights missing their volumetric beams the first time you turn them on with the light switch
Caused by AmbientLightLOD skipping the first faded toggle after an instant one
lamb sprint animation test
Fix LightGroupAtTime pooling bugs, caused caboose lights to become darker on reuse
Cache authored light intensities once at the start, later they could be changed from their defaults when coming out of the pool
Bugfix: make sure we call onItemAddedToStack when using ItemContainer.AddItem
Tests: unit + auto tests
Rework previous fix for entities that were forced dynamic due to being parented never resetting the flag when pooled
New IPoolReset interface that Poolable calls when entering the pool to reset cached behaviours, instead of multiple GetComponentsInChildren in ResetState
Also reset RendererBatch disabled flag set by parenting so that a pooled instance can batch again after reuse
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New targetting system for ai scientists:
- Remembers locations of previously lost targets
- Auto switches between visible players if it loses its main target
- Ai scientists will keep attacking even if the target hides
- More stable/fun overall
Fixed allocations in SortBlurredLayers
Raised the UI blur capture limit from 4 to 6 per frame
CUI blurs only take a capture of their own when they cover UI drawn before them
CUI blur sorting runs once per frame instead of on every AddUI/DestroyUI
Merge from Wool_ArmourInsert
Merge: cherry pick
169367 +
169368 from itemmanager_immediateremove
Moves all onItemRemovedFromStack calls to Item methods (SplitItem, UseItem, MoveToContainer)
Tests: auto tests
merge from scrap_king_building_skin - raised colliders on roof overhang
Copied over my item setup from woolarmorinsert. tech tree, crafting cost.
- 20 wool to craft
- 3 cold, 2 melee, 1 projectile protection
- Tier 1 tech tree
Added renovation saw item/prefab/entity.
Rennovation saw now shows cut track on construction.
Saw follows track,emitting sparks and leaving a glowing trail.
Visual progress matches timers.
Setup placeholder cutting audio.
Fix waterpistol error during manifest generation
scrap king - updated roof bottom edge colliders
Per shadow split foliage culling test
Bugfix: fix potential cases of use-after-free related to ItemModConsumable.DoAction
Tests: consumed berries, water, flask (discovered new source of issues >.>)
Update: test list export
Tests: none, trivial change
Update: standardize ItemContainer.onItemRemovedFromStack calls
- added auto test for storage monitor
Removes a blocker for immediate item removal logic (and saves us headaches in the future)
Tests: auto tests
exported test anim for seagull land
S2P All tropical islands, both ranches, outpost, sat dish and apartment complex. This fixes those scenes using older versions of the apple/coconut trees.
Add SocketMod_Renovation
Reno device can be deployed, successfully changing wall to door after a duration.