139,657 Commits over 4,383 Days - 1.33cph!
Fixed leftover faces from interior/exterior kiosk splits
assign stage-break effect for wood-piles
New solution for persisting held entity animations on the playermodel
Seems to fix previous issues where those animations would not always clear correctly
power consumption set to a tentative 5
Clamp dungeon layer calculation in NetworkVisiblityGrid.PositionToLayer so there's no index out of bounds exception when entities exist at y >= 1500
If mods want to take advantage of the dungeon layers they can use the ones from 1000-1500, there's more than enough space already
adjust bounds, move io input, add dismount on unpowered
Bone armour female version update
Bowless Crossbow - worldmodel and LODs
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Defensive upgrade now adds +bonusSlots to actual crafting roll result. Default is +1
Apartment stove FX & lighting prefab & related files.
Perma-enable attached it to the prefab, for now.
Bugfix: don't overwrite callstack depths for frame 0 with values for other frames when multiple frames are found
Tests: ran Export2FramesTorn - it passes and looks correct-ish (same wrong offset as in Export2Frames)
Bugfix(tests): fix invalid test logic in ExportExtraEnd2Frames
- renamed ExportExtraEnd2Frames to Export2FramesTorn
- added Export2Frames (shows invalid frame start - this is new)
Tests: ran unit tests, failures where expected
exported latest crossbow bowless viewmodel anims and updated rig
Fixing skinning for gingerbread man suit
Added ItemModContainerArmorSlot to 90+ additional clothing items so they can receive slots exclusively from the defensive upgrade. (list will need sanity checking if we do take this route)
Merge: from networkgrid_iterationspeed_changes
- Optim: lazy allocate internals of NetworkGroup to save memory (adam.k's findings)
Tests: flew around on craggy, opened deep sea and entered-left, printed entity counts of deep sea, shot scientists in the distance
Fix croc diving and charging
Update(tests): add ExportExtraEnd2Frames
Test passes but looks incorrect
Tests: ran unit tests
Add support for CraftedWithDefensiveUpgradeOnly.
Setup beenie hat item as a test.
Bugfix: potentially support exporting profile of Recorder started inside a method and finished outside
Need to write more tests to validate it works across frames - not confident about it.
Tests: ran ExportExtraEnd - passes. ran all others - still valid
enable screen edge fade on eyeAO materials
computer station IO setup
- no IO for static computer stations
add toggle for refraction screen edge fade behavior
Remove unecessary double reset of croc swim depth, remove log spam in sense component
Fix animals slowing down to a crawl when fleeing
Update(tests): emit valid timestamps when running profile exporter tests
Tests: confirmed seconds-scale ranges in perfetto
Fix a few shader compilation errors with rare variants
Make mortar 3 functional:
- swap out the script to allow for overriding behaviour. (empty for now)
- hook up mortar shells as ammo
- fix missing references for animator, ammo, fuse
Bugfix: handle cases where main thread doesn't have any profiling marks
Veeeeeeery unlikely event to happen, but should be supported
Tests: ran ExportEmptyMainThread test - it now passes
Fix animals looking behind unnaturally, bring back the fix from previous implementation
added a bunch more boat layouts for testing
Reduce guaranteed slots from defensive to 1
New(tests): ProfileExporter unit tests
Synthesizes basic profile streams and sees if it sucesfully exports them, without checking contents.
Tests: ran tests, 2 fail. inspected some outputs of passing ones
merge from render_pipeline_testing (reflection fix)
fix vclouds not showing up in water reflections in BiRP
basis of test to print table of front-on drag of a set of different copypaste boats, going to be used for retuning drag-by-angle values
Industrial Autoturret - Updated textures