137,669 Commits over 4,324 Days - 1.33cph!
Add an assertion when trying to update visibility while jobs are running
Fix assertion triggered when another player uses a telephone
updated ballista ik hand positions
Clean: fix formatting in BasePlayer-SaveLoad.cs
Tests: none, trivial change
Bugfix: recycle bot IDs when loading from a save
This was leaking a bunch of IDs, likely harmles on maps with low bot population
Tests: loaded craggy with preplaced bots (both persistent and transient). Spawned extra bots, their ID count was starting from 1
Bugfix: skip trying to draw water bodies if camera planes are not initialized
Was causing a lot of asserts when loading into Craggy with debug unity editor
Tests: booted craggy with debug editor - no more invalid plane normal asserts
Bugfix(editor): schedule QueryVisJobRunner jobs early to avoid editor freeze
Tests: was able to load craggy save with players multiple times in a row
Fixed ioentity.allow_on_boats convar including Signage
Paintable reactive target deployable on boats
Fixed non convex mesh colliders for: RF broadcaster, RF receiver, simple light and reactive target
merge from testrunner_editor
updated the 'shield bone arm rotation additive' positions for handguns that are used with the shield and made/added 3p shield block pose to playeraniamtion.controller
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Quick stability hack for testing
Update the Standard shader's subshader LOD to 0 as we now only have 1 subshader
Flagged all the prefab tests as TestMethodEditor
Added TestMethodEditorAttribute, tests that can run in edit mode (or playmode editor) using the TestRunner. Meant for asset validation tests
Some refactoring to support the edit mode/play mode branching
Added a cancel button to the editor window
Fixed the test result time mismatch
Merge from naval_missions
Suggested simplifications for performance capture
Boxes DLC - updated meshes and LOD distances for tools and guns boxes, rebuilt manifest
Gate behaviour behind new PlayerBoat.DestructibleWrecksEnabled replicated var.
Codegen.
Deleting old armoured ladder hatch folder
Adding missing anim controller file for armoured ladder hatch
Handle damage redirect for boat specific deployables.
Adding armoured ladder hatch animations and animator + moving armoured ladder hatch content into the main building folder
Don't redirect BoatBuildingBlock health info to parent boat if it's a wreck, show the individual block's.
Cleanup bits from last commit
Add 'profileNextMissionsValidStateWorkQueue' servervar to generate a performance capture containing the next run of the missions work queue if profling is enabled
Merge from hackweek test.
Add a DestructibleWreck flag, set it when doors and windows are destroyed. Small refactor.
merge from coconut_collider_fix
merge from tc_corpse_preventbuilding_fix
Fix tool cupboard softcore corpse missing a prevent building volume
glass material tweaks and meshes that go alongside, more basic vpaint progress
Adding rig for armoured ladder hatch
Enabled Read/Write on Coconut Collider to stop error spam
Removed the max cap on the shadow lights convar so it can be increased further for media
Testing changing terrainData heights with different apply methods, and using terrainData heightmap RenderTexture
Bypass AI animations again
Bypass modular car garage animation
Exposed a ShieldBoneArmRotationAdditive field on held entity HoldInfo, applies an additional rotation to the left clavicle while that weapon is held with a shield
Applied to m92 for demo purposes
Cannonball reload uses l_prop instead of l_hand, readjusted cannonball position to match
deepsea.enabled convar default to true (needs to be specified now that its a ReplicatedVar)
Fixed import on G note tuba play anim (needs at least 1 frame)
Merge from modular_boats_rw
Merge from hackweek_boxsorting