140,998 Commits over 4,352 Days - 1.35cph!
Apartment complex b / wrapped up LOD0 geo and rooftops
Industrial Shelves;
- Perliminary texture pass on wall shelf, half shelf and full shelf.
- Added mask texture for colour changing.
- Setup material to support colour tint.
exported latest salvaged hammer refresh viewmodel anims and edited admire anim.controller blend
Add some velocity checks to gibs, force non convex and kinematic if below these. Convars for values.
Increased the force timeout.
merge from automated_testing
Updated all the convarscope calls in tests to use the new notation
Simplified ConVarScope calls
paintable signs added to kiosks
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Added Small Kitchen Cabinet Prop Models and Textures
Setup Small Kitchen Cabinet Prop Prefabs, LODs, Colliders and Materials
Added and Setup Small Kitchen Cabinet Prop Folders
Prop Test Prefab Update
pinched hatch inwards on triangle frame to stop clipping in some instances.
Merge: from buildingprivlidge_invoke_allocs
- Optim: BuildingPrivlidge.AddDelayedUpdate caches it's invoke
Tests: none, trivial change
Removed obsolete test on TestSolarPanel
Test list
textures/decals/ folder ok
re-organised the projected decals and their materials into the content/decals/ folder for clarity.
textures only in /textures/decals/ from now on
Rebuild aggregated results when filtering tests using the search bar
Also allow Select Tests menu items on scriptable objects
Optim: cache invoking callback in BuildingPrivlidge.AddDelayedUpdate
Tests: none, trivial change
removing art folder that should not ship with game
textures/generic/ folder ok
Some style tweaks on loadouts and copy pastes tabs
Merge from chainsaw_hotspot_gathering
❌ has been ❌'d (removed) whilst using the chainsaw
Scale the rate at which chainsaw gathers wood so it is not significantly faster than it was before, like what the jackhammer does
Added an extra hash set when calculating the seed for picking hair colour
In some hair cases this was resulting in hair that would only allow certain colours in the variations colour array
merge from skinviewer_easter
Updated bunny costume skinviewer BC settings
merging medical syringe updates from refresh branch
kind of hacky BC fix to allow scaling BC without breaking the positions of chains
- adjusts LengthModifier by inverse of minimum lossyScale to simulate larger in WS to cancel out the incorrect scale when adjusting transforms in LS with bonestates
- need a more legitimate fix for VMs as I hadn't realised how much scale was effecting it
fixed material order on lod3
Merge from voice_delay_fix
Possible solution to voice latency that occurs after long playtimes
Add voice.bufferResetThreshold convar, takes a value in seconds. If the stored amount of voice data is greater than this duration then we skip most of the stored voice data to catch up
Defaulting to 3.5s, can be 0-5s (the max amount of data we store)
If it's set to 0 disable this fix entirely
Print a client log when this happens, would like to know if it works
Remerge of
147094 - Merge: from projectileweaponmod_allocs
Merge: from projectileweaponmod_allocs
- Optim: removed allocations related to ProjectileWeaponMod.Sum/Mult/Min/Max/Avg and their callers
Tests: used a modded AK to kill a scientist
merge from new_console-ui
Clean: ProjectileWeaponMod.Mult - use 1 as hardcoded default value
They've been manually specified as 1 everywhere, seems a bit redundant
Tests: compiles
Fixed TAB not taking the first option in the console
Merge from light_toggle_radial_bind_workaround
Optim: cache all selectors that are used in mod value aggregations
Tests: got shot by a scientist. killed them with a fully modded ak
merge from useplayerupdatejobs3
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