138,272 Commits over 4,474 Days - 1.29cph!

12 Minutes Ago
set up finished tictactoe sprays and added variations to possibly be hooked up later
13 Minutes Ago
Fixed some issues with the tone mapping and the lift gamma gain
18 Minutes Ago
merge from canvasrenderer_warning_fix
18 Minutes Ago
Removed all the unnecessary canvas renderer components from prefabs using 3D tmp texts S2P apartment complex
19 Minutes Ago
blocker gib rename
21 Minutes Ago
Testlist
21 Minutes Ago
Merge from PlayerMaintainedMonuments
22 Minutes Ago
Bugfix: batch of bugfixes to Save being not MT safe - removed more Time dependency - replaced Transform access with TransformHandle bypass Tests: TestMTSave - 20 -> 13 fails
34 Minutes Ago
Merge from main
38 Minutes Ago
Crate spawning now supports multiple crate types, picked at random. Hooked up all 3 crates.
39 Minutes Ago
Fix cue not staying in our right hand
42 Minutes Ago
Removed CanvasRenderer RequireComponent from Graphic, was done by Unity in the latest GUI package update, was reverted when merging with our custom version Updated all Graphic custom child classes to have their own RequireComponent
44 Minutes Ago
Adding a generic lootroom to be added to monuments that require it. Needs setup to rely on powerplant power.
47 Minutes Ago
merge from main
47 Minutes Ago
merge from skinviewer_rotation
50 Minutes Ago
merge from main
51 Minutes Ago
Setup prefab variants/entities for all satellite crates. Removed collideders/gibs from source art prefabs.
54 Minutes Ago
Bugfix: move Signage.EnsureInitialized from Save to ServerInit, as it's not MT safe Tests: TestMTSave - 25 -> 20 fails
55 Minutes Ago
Merge from PlayerMaintainedMonuments/power_line_changes
59 Minutes Ago
Bugfix(tests): batch of patches for unit test spawned entities to avoid NREs in Save Tests: TestMTSave - 28 -> 25 fails
1 Hour Ago
Merge from satellite_art
1 Hour Ago
Merge from crate_timers, tested, working.
1 Hour Ago
Reset skin target local rotation on disable
1 Hour Ago
Update MB barrels with current prefabs, materials and meshes
1 Hour Ago
Bugfix: move CarvablePumpkin.EnsureInitialized out of Save, since it's not thread safe Tests: TestMTSave(CarvablePumpkin) and spawned and carved one on playground
1 Hour Ago
more tunnel storage variations
1 Hour Ago
Bugfix: batch of Transform replacements with TransformHandle in save code when using Jobs 4 Tests: TestMTSave - 32 -> 29 fails
1 Hour Ago
Adding a graffiti in oilrig to explain the PMM logic
1 Hour Ago
Corridor collapse blocker - fixed offset concrete collider, zeroed out gibs. Moved collision component to top level of entity to prevent ever-present stage 1 col. Set up LOD chain and disabled shadows for later LODs. Updated mani
1 Hour Ago
Bugfix: batch of replacement for Time usage with ThreadSafeTime Only 1 skipped out for now, BuildingPriviledge - that one does lazy-eval, which is problematic Tests: TestMTSave - 42 -> 32
2 Hours Ago
Bugfix: BasePlayer - avoid Time.time when evaluating mortarCooldown There's one more issue to resolve, but it doesn't affect unit tests, will resolve later Tests: TestMTSave - 59 -> 42 fails
2 Hours Ago
Bugfix: vehicle related Time api fixes - TimeSince and TimeUntil now have a member method allowing to calculate from passed time (to avoid Time.time invoke) - TrainCar uses GetNetworkTime(ThreadSafeTime) overload Tests: ran TestMTSave, 74 -> 59 fails Tests: TestMTSave
2 Hours Ago
merge from generic mount subsystem branch
2 Hours Ago
Bugfix: don't use cached fuel fraction, just calculate it when saving Avoids TimeUntil sample, which isn't safe in MT Tests: TestMTSave(AttachHelicopter) pass
bot
3 Hours Ago
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3 Hours Ago
3 Hours Ago
Update(tests): another small batch of patches and skips that I missed Tests: TestMTSave 81 -> 75 failures
3 Hours Ago
Bugfix: BaseNPC - fallback to original GetNtworkRotation implementation for server side entity It knows how to fetch local rotation in MT-safe way Tests: TestMTSave - 94 -> 81 failures
3 Hours Ago
Optimised stage 1 gibs for blast door blocker. Renamed other gib parts to match conventions.
3 Hours Ago
Update(tests, editor): last batch of patches and bypasses to spawn entities - Renamed Prefabs editor script into PrefabTools, as it was conflicting with PRefabs.Misc.GhostShip I can finally get to fixing save issues for MT Tests: relevant TestMTSave pass
3 Hours Ago
Add satellite_crate.entity, unlootable until fire goes out. Uses the new crate model. Spawn them in at impact instead of previous crates.
4 Hours Ago
amend remaining ore bounds
4 Hours Ago
Update(tests): batch of various patches and prefab spawn skips Got about 10 patches to apply before starting to fix saving for MT Tests: relevant TestMTSave pass
4 Hours Ago
merge from main
4 Hours Ago
Fixed skin viewer not resetting models rotation on init
4 Hours Ago
merge from skinviewer_rotation_fix
4 Hours Ago
Rotated one of the park benches in the playground so you mount it the correct way . Ran S2P
4 Hours Ago
Blast door monument blocker - updated bounds and navmesh collision, added LOD chain and set LOD component, fixed gib pivots and assigned phys material, set health
4 Hours Ago
Update(tests): skip marker spawning in tests for DeliveryDrone Tests: TestMTSave(DeliveryDrone) pass
4 Hours Ago
Update(tests): patch GraveyardFence Tests: TestMTSave(GraveyardFence) pass