142,627 Commits over 4,413 Days - 1.35cph!
Prefabbed up Kiosk B structure + decals as were still only models, plus prefab setup. LOD3s for Kiosk A, B, C (batched together). Removed obsolete kiosk C blockout.
merge from store_may_fixes
merge from electricfurnace_gibs_fix
merge from spectate_map_fix
merge from doorcontroller_wiring_fix
merge from deepsea_vendingmachine_leakfix
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Added LODs to ballistic/bdu items, created worldmodels and icons for shirt, pants and vest.
Update: add debug only sentinel writing to playerInfos and playerSegments
Tests: ran unit tests
Update colliders on industrial garage door to exactly match those on original door
exported edited 3p holdtype jog/run animations from jerrycan to mp5
Bugfix: fix tick being written to an index that didn't account for growth
Tests: all unit tests pass
Update(tests): add TestTickGrowth2Players that also validates tick consistency after growth
Tests: ran new test - fails as expected
fix 3rd person dart throw
Bugfix: avoid out of bounds read when growing array due to tick capacity exhaustion
Tests: ran unit tests - no more failures (but there's an extra known bug)
Bufix(tests): TestTickGrowth - ensure all ticks are interpolated by picking a better reset point
Tests: ran unit test
Update(tests): Adding TestTickGrowth - accumulates ticks past capacity
This one catches out of bounds read during growth (but not the one expected)
Tests: ran unit test
rework checks for determining which player is at the board, now uses userids and cached BasePlayers
Enable stopOnParentDestroy on bandage and syringe sounds to stop them from being audible after holstering
Update(tests): add TickInterpolatorCache stress unit test
Slams 10k operations on it(add/remove player, move player, reset) - doesn't catch issues
Tests: ran new test
Replaced static meshes in Kiosk C prefab with prefab versions. Organised hierarchy.
Buildfix: missing files from previous submit
Neon prefabs to default layer for ref probe purposes.
Clean: minor reaorganization + comments
Tests: unit tests
Thicker door frame for entrance
FIx old animals always fleeing, SetNavMeshEnabled was turning RustNavmeshAgent on but not the internal NavmeshAgent which defaults to disabled
fix guard checks for when no player is mounted
Entrance a / removed overlapping geo
Disable navmesh agent until it's used, this prevents unity complaining they are not on navmesh on spawn (which can happen with ai.move)
- Temp fix the electric furnace skin rendering in twitch drops
- Get the workshop render to spill the beans when something doesn't work
cleanup rocket splash scenario prefab properly
Restore checking for playermodel persist anim next frame, current frame is too early for the animator states to have been updated
Adjust clear playermodel anims to be slightly before the end of the bandage and syringe anims as they weren't being invoked at the very end
A, B, C lighting prefabs.
Layer stuff for remaining interior shells.
Scene backup.
Removed backfaces from apartment comples b entrance
Updated the check for NVIDIA Reflex to be based on the support for DLSS, as the Reflex support check currently always returns null even for supported hardware, and the DLSS support query should cover the necessary hardware checks
Fix skinnable matching accidentally including null EntityPrefab matches (base barrel and base shelf)
HeldEntity sends RPC to client notifying it is going to be destroyed because its item has been spent. Use that to determine if we should persist the animation or not
Fixes the animations persisting on syringes and bandages when they shouldn't be
Added shadow caching back to the experimental options tab in the MenuUI2_Settings prefab
main -> twitchdropsrenderer