133,902 Commits over 4,262 Days - 1.31cph!
Added 15 industrial tests to the test suite
Covers basic item transfers, splitting, filtering and filter fail/pass IO passthrough scenarios
merge from fix_console_thread_cancel -> main
Potential fix for multiple console logging threads running at the same time, causing formatting issues
- cancel the CancellationTokenSource inside Enable() incase it gets called twice (editor only probably)
- cancel the CancellationTokenSource inside Disable() before unsubscribing from the callback
Add debris to roof & triangle roofs
- show debris locations in DrawGizmosSelected()
First iteration of easel bars adjusting for painting size, clean up code
Fix 357 reload shell eject, again
Make Nova Prospect soldier player model use custom materials
* Allows people to modify the material without affecting the NPC, just like other combine player models.
* Made the eyes colorable on the first skin like other combine player models
* More consistent appearance compared to other combine player models (rimlight)
RichText:SetText now discards \r and \0
* This is consistent behavior with RichText:AppendText and fixes RichText:GetText not working correctly after SetText and AppendText calls in that order.
Fixed entities with material overrides being in the wrong render group
* Another one of those "depth pass" rendering issues with large dupes. If 2 entities have the same material as material override and one of them is transparent (via the color tool for example), this would affect a lot of unrelated entities. I think this only happened if the material was last rendered with transparency in the previous frame.
Fixed freezes when removing large amount of entities in Sandbox (dupes)
* Same for creation, but probably to a lesser degree
Add ConVar for `use_cached_stability`
- will cause all stability to use `CachedSupportValue()` instead of using `SupportValue()` which will return a different value
- fixes mismatch between what stability is set to, and the stability value read from supports
- should extremely rare situations where certain bases cause infinite stability updates due to the mismatch above
- may cause additional stability updates so locked behind a convar
Fix water collision jobs in buoyancy throwing exceptions due to temp allocator use.
hotreload_serialization_fix_2 -> main
Patch out the rest of the items we dont need: android app support and expose server stuff
- Fixed serializiation layout error from Hot Reload upgrade
- Changed some default settings
Compile fixes after deleting the convar
Quick craft menu shows skins again so you know what skin you are crafting
- Quick Craft menu now updates instantly when inventory changes
- Improve the performance of quick craft, don't delete and respawn buttons everytime: just keep a set list and update them
- Extra profiling
- Remove quickcraftdelay: not needed anymore
Update: started on ShouldParentEntitiesJobs (incorrect name)
- Simplified ShouldParentEntities (also incorrectly named)
Converted CheckForObjUnderFeet to burst jobs, need to do IsClipping internals next (needs a bunch more on the GamePhysics side)
Tests: none, not ready
Update: GamePhysics.TraceRays now supports ignore entities
- Added TraceRealmRays (not unit tested, will do that tomorrow)
- Added unit tests for TraceRays
- TraceRays skips sorting if maxHitsPerTrace is less than 2
Tests: unit tests
- Added pose anim clips for paintball levels
- Added layer and blendtree for balls to animator
- Added ammo count param & tied this to the poses
Further optimize GetBuoyancyWaterInfoBatched, let topology queries run in burst(no batch yet), batch water ignores.
paintball file naming and cleanup
paintball viewmodel prefab fixes, re-exported anims
merge from hbhf_sensor_tests
Some more small fixes, regenerated testlist
Updating player anim controller with v4 gestures
Updating 3p_crude gestures with correct frame ranges
Apply shelf from big Flav
exported latest 3p paintball gun anims
Updating paintball gun rig
Batched Buoyancy is now functional, but still missing some code and needs more optimization:
- Move buoyancy data into persistent arrays and reuse them.
- Add convar for switching between batched/old buoyancy.
- Add 3D positions for water info step.
- Add Ocean Simulation.GetHeights span overloads for interop with native arrays. (they still need a XZ3D step, otherwise we'd use the native arrays directly - TODO later.)
- Add GetBuoyancyWaterInfoBatched. (wip, missing entity fast paths for inside terrain/above water)
- Shim Ocean simulation into WaterSystem.GetHeightArray_Native, it's already batched, works for now.
Add BlockPlayerBoatWood protection properties so we can change protections without affecting regular wood block grade.
Assign to wood_boat_hull, wood_boat and PlayerBoat properties.
No actual changes in protection properties yet.
Debug log damage scale too
creating paintball gun 3p anims
Damage test save with boats and cannons.
Debug logging.
npc_vendor_accessible_fix -> main
Remove for the travelling vendor
Fixed drone accessibility not showing up for NPC vendors.
Had to adjust all NPC Vending Machine prefabs and S2P the following:
- Stables
- Fishing Villages
- Bandit
- Outpost
Fixed GetPortalLerp NRE when reconnecting in the deepsea portal
Kill deep sea if water system is null
player_head_stuck_fix_2 -> main
Second attempt at trying to fix the players head getting stuck down. Its due to the look direction coming in as negative in rare occasions and then freezing the ik - try and get away with clamping