132,557 Commits over 4,262 Days - 1.30cph!
* Made switching Indirect Instancing at runtime more robust
* Prevent some other possible exceptions
* Avoid some unnecessary calls to MotionList
* Renamed TransformMemory to MotionList (as it should be)
* Use managed HashSet instead of NativeHashSet because there seems to be no performance benefit to using native at the moment.
* Fixed exception caused by removing elements from the set while iterating
Use negative handles for fallback memory
wood box - added greybox model, prefab initialization, item created, temp icon created, manifest updated, icon manifest updated, localization updated.
Remove InstanceHandle and use a simple integer instead
* Added generic NativeMultiList to replace InstanceHandleList (WIP)
* Store Transform.InstanceIDs (and actual nullable Transform references) in PerInstanceMemory, indexed by seq_num
* Simplified MotionList add/removal procedures to HashSet operations
* Cleared up function naming in BaseEntity.Client.Motion.cs
* Consider all entities as a potential motion parent and utilise existing parent/child relations to call MotionStart / MotionStop
* Removed IMotionParent interface because it caused more confusion than anything else
* Correctly dispose of the hash set storing child instances when an entity is destroyed
Gun trap building privilege tests
Fix instance offsets, and LOD border calculations when using some LOD distance values
Add debug validation toggle to system
Handle terrain detail when using narrow FOVs by moving the centre point along the forward direction but clamped to the first LOD boundry
Added AssertTrueForDuration custom yield instruction
Added some shotgun trap tests
syncvar_autosave_trimming -> main
Don't generate autosave/autoload boilerplate code if an entity has no autosave syncvars
Wasn't an issue before but we are getting more and more syncvars so its worth it now
auto_populate_entitylist -> main
auto_populate_entitylist -> main
Fixed a tarp on the elevator shaft that had LOD1 at a different position
Add convar for painting autosave timer duration
Can now specify a label at the top of an EntityListScriptableObject - this will look up and auto add all BaseEntities with the specified label.
For example: an AllDoors EntityList with 'Doors' label will be full auto populated with all doors in the project when the manifest is updated or 'Tools/Update/Entity Lists' is ran
Just keeping this to doors just now for testing
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Restored the CanFire check
Code cleanup while im here
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merge from commandblock_tests
Swap some expected's and actual's in TestHBHFSensor
Apply fixes from Flaviens shelf, regenerate testlist
added new sounds for knife admire acrtion
Merge: from triggerparentdelayedexit_optim
- Optim: improve performance of GamePhysics.TraceRays family of queries
- Optim: TickMode 1 - add UsePlayerUpdateJobs2 related shortcuts to TriggerParent
Tests: built a boat with tickmode 1, spawned npc player on it, jumped on and off, flew in it's vicinity - no issues.
added new sounds for salvaged axe admire action
new sounds added and implemented for the salvaged icepick
merge from standardized_health_display_conditions -> main
merge from shield_stats_display_workbench -> main
merge from flameturret_optims
merge from flameturret_optims/tests
quick_craft_improvements -> main
- Made both convars 'Saved'
- Enusre memu points to the right one
- Codegen
Minor change to the new RemovePlayer method in BuildingPrivlidge
merge from flameturret_optims/tests
main -> quick_craft_improvements
Pass over all the boat blocks themselves
Reset scaled colliders, resolve duplicate bone names, add model components as needed, ran manifest
Fixes more offset / scaled / missing impact effects and stringpool warnings
First pass textures and LOD0 of scrap component box (still WIP)