137,958 Commits over 4,324 Days - 1.33cph!

More WIP: - Store closest regions to our local machine on start up so we can sort via distances to data centres - Fix has known region code - Ensure browser ping estimates are back on false - Region ranking system
Today
Update: remove TestLineOfSightBatched unit test as we never implemented the batched version (I think?) Tests: ran all GamePhysics.UnitTests - now they all green
Today
merge from main -> fix_copy_paste_duplicate_entity/refactor
Today
Correctly clear Busy state on BBS load (again)
Today
Fix some cases where scientists were still seeing you too easily through smoke
Today
merge from paste_autocomplete -> main
Today
List possible paste file names when using `paste` convar with an incomplete filename - don't actually autocomplete so we don't accidently paste a huge build unintentionally
Today
Further progress on the deploy volume tests, fix a bug which finds 20 more cases
Today
Fix naval scientist flashlight/lasersight not working
Today
merge from main
Today
Remove option to have transitions and state not receive a payload, it's less bug prone
Today
Increased BoatBuildingStation::GetStationOverlappingPosition grid query radius from 2 to 20, It must be large enough so the grid can always find the station regardless of where inside the build area we query from Fixes IO entities on land connectable to edit mode boat sometimes
Today
merge from wallpaper_playerboats
Today
Fixed pooling issue with wallpapers, make sure to reset the skin before applying
Today
Merge: from expand_perf_telem - Update: object work queues now send their budget time + an aggregate record - Update: frame_profiling now contains extra fields about invokes and a pre_lateupdate timing record Needs a bit of backend work to fully finish this. Tests: uploaded to backend, inspected what arrived
Today
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Today
Update: couple analytics fixes: - new TimeSpanExt.FromMicroseconds utility to get sub ms timespans - changed CSV data pushing to object_work_queue_2 and frame_profiling_2 - moved BudgetTime to be last field in the CSV blob for object_work_queue_2 Tests: inspected csvs on backend
Today
New deployable test to check things can't be placed clipping inside construction / boat construction Finds almost 100 cases
Today
Boxes DLC - LOD distances normalization pass
Today
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Today
Added and Setup Makeshift Coffee Table Prop Folders and Materials Imported Makeshift Coffee Table Prop Textures
Today
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Today
merge from main
Merge from boatscientists_mission_fix
Mission to kill deep sea patrol boat scientists now fails if the deep sea closes
Today
- Fixed refreshing of paintable gameobjects when their Materials/MaterialPropertyBlocks have changed - Added an UpdateInstance method for fallback renderers as they weren't being updated - Prevented renderers for unintentionally using the wrong MaterialPropertyBlocks that were meant for other renderers
Today
merge from dobuild_optims
Today
Updated the privilege helpers in Safety/Check to use PrivilegeCacheDefaultValue() instead of hardcoded defaults
Today
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Today
Fixing outbreak sprayer skinning and prop joint position
Today
minicopter ik target updates
Today
Boxes DLC - fixed storage adaptors and Renderer LOD in armor box
Today
Merge: from main
Today
Merge: from remove_old_occlusion_group_logic - Clean: ServerOcclusion now uses new occlusion group logic by default, old logic ripped out Tests: ran unit tests
Today
Clean: remove old occlusion group code - removed -enable-new-server-occlusion-groups command line - cleaned tests Tests: ran occlusion group unit tests, all 144 pass
Today
Updating burst cloth for Dracula cape
Today
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Today
Show Deploy & Edit option even if unable to deploy in current location. Show "Unable to deploy & edit in this location" error when trying to use it,
Today
added ShieldHeldEntityOffset script to the remaining weapon entities that can be paired with a shield
Merge from wildlifecull_wolf_fix
Add Wolf2 to eligible animals for Wildlife Cull mission
Today
Merge: from delete_obsolete_pool_api Tests: compiler simulator in editor
Today
Clean: remove deprecated Pool api - they've stayed 1 year longer than supposed to - replaced internal usages * Pool.GetList<T> -> use Pool.Get<List<T>> instead * Pool.FreeList<T> -> Pool.FreeUnmanaged * Pool.FreeListAndItems<T> -> Pool.Free(ref obj, true) * Pool.ClearList<T> -> write your own * Pool.FreeMemoryStream -> Pool.FreeUnmanaged Tests: compile simulator in editor
Today
set obsidian knife entity to use r prop, zero'ed weapon root and set holdtype to combat knife. also added ShieldHeldEntityOffset script
Today
Kitchen kit updates
Today
merge from main
Today
Adding door mats meshes and textures and light fixtures blockouts
Today
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Today
Refactor fsm transition->state parameter passing (eg for grenades, covers etc), not super happy as it feels very "blackboardy" but couldn't find a way to do it with polymorphism/interfaces without boxing structs
Today
Unify health display behaviour for boat specific building pieces: only show health when the boat is editable and under regular conditions (hammer, etc)