202,638 Commits over 4,171 Days - 2.02cph!
Update: converting the rest of TextTable uses to explicit pooling form
That's final ones
Tests: ran a bunch of commands couple times
Interaction modal buttons will scale to fill whatever room is left
Clean: fix borked formatting in debug.cs
Tests: none, trivial change
Update: convert to explicit pooling all of ConsoleCommands
Accounts for about 50% of text table usage
Tests: ran a bunch of commands a couple times
Update: modify one test to validate ShouldPadColumns resetting
Tests: ran the updated test
merge from missing_native_resetstaticfields_fix
added ResetStaticFields attribute to HitboxSystem and GameTrace, count any fieldtype with Native in the name as valid for field reset codegen
Update: rewrite TextTable to use pooling explicitly and support using pattern
- updated unit tests
I'll need to modify all 102 places we have in code to use pooling explicitly
Tests: ran unit tests
Restored mannequin protobuf
Codegen
Deleted Old Ship Spinning Radar Blockout Models
Fixed server compile error caused by an unwrapped using UnityEditor statement
Added Ship Spinning Radar Prop Model and Textures
Setup Ship Spinning Radar Prop Materials, Prefabs, LODS and Colliders
Merge from render_pipeline_testing
Update with Delay Timeline Script
server compile fix for mil_tunnel_terrain_ignore_fix2
Fixed server compile errors for new decal and environment volume render passes
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merge from oilrig_remove_static_oil_barrels
merge from refinery_gib_fix
merge from nvg_clothing_fix
merge from mil_tunnel_terrain_ignore_fix2
merge from abyss_storage_fix_aug25
merge from hardcore_commands
merge from bag_respawn_invis_fix
merge from terrain_hole_nametag_fixes_2/fix_glass
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Added new properties serialized on the DecalsRendererFeature
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Merge from remove_hierarchyutil
merge from deep_sea/networking -> deep_sea
Make single method to get all passengers: mounted in seats or standing on the boat parented
- ensures players standing on tugboat get shown a respawn screen
Islands do not use MoveToDeepSea, they don't have to
Removed excess logs
Better loading screen preloading
Teleport the tugboat if you are standing on one while running `enterdeepsea` (why did this work straight away??)
Make entering & exiting the deep sea work when you are inside a vehicle
- target the teleport on the vehicle instead of the player
- a bunch of debugging to get it doing the right order of switching groups without the vehicle being deleted on the client
- dismount player before teleport, remount after (may have to revisit network groups and add proper support to get it working when standing parented on a tugboat instead of mounted in a seat)