195,540 Commits over 4,110 Days - 1.98cph!
Fixed loading, added GamePhysics.OBBSweep, added handling to not let the chandelier extend through solid objects
Christmas light bulb spawning fixes
First pass chandelier, using ceiling light model but has player configurable length
Advanced christmas light now inherits from the string light class and use the new deployment system
String light fixes, manifest
Cherrypick
122713, I have no clue how this disappeared
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Restored hanging bulbs string light
Fixed some line generation issue
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Removing a point refunds the consummed length
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Revert UI.Options.Keybind.prefab, wasnt meant to be changed
Fairy lights: can remove points and resume wiring by pressing E on the little box
Added new keybinds for wire slack
update iconrender_improvements/batch
merge from main -> iconrender_improvements
Hook up 'connect to server button' to our existing connection logic. Works perfectly
Fixed incorrect button prefab sizing
Hooked up connect modal to server list entries (now displays server title)
Hooked up cancel and quit buttons
Merge from steam_item_store_images
Continuing on blocking in materials on floating walkways
Fix duplicate icon being shown
Fix small image being used as large
Automatically remove duplicate image URLs
Abyss Containers - Updated model, LODs and some prefab setup
Prevent dud satchels from exploding if they are attached to a door that clips through a wall
Untested support for adding Steam item store images
Add editor tool to print count of active lights per entity (Tools/Optimize/Lights/Print Active Lights)
Merge from fix_protobuf_length_prefix
Updated protobuf codegen to not break protobuf spec after copying optimizations
String lights refactoring: they now work similar to the tin can alarm and can be deployed like normal items. The wiring is done via invokes instead of OnInput through an HeldEntity
cache the terrain map preprocessing
added sync component to crossbow viewmodel animator
M15 Pistol - Greybox model and integration
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Merge: from parallel_validatemove
- Additional debugging logic to help track down mystery NRE
Tests: ran around in editor in SERVER+CLIENT mode with useplayerupdatejobs 1
Merge: from main
Tests: none, no conflicts
Debug: add a latch to track player disconnects & removal during ServerUpdateParallel
Tests: unit tests + craggy in editor
Fix scientist not rushing to investigate noises when searching
Abyss Containers - Changed UI sounds, tried to fix adaptors unsuccessfully :(
Fix scientists getting stuck in search recursion
Debug: adding progress tracking to FinalizeTickParallel to help track down origin of NRE
- also couple formatting fixes
Tests: used mode on Craggy in editor
- Temp workaround to scientist not able to move on oilrig (oilrig thinks it's in water)
- Fix getting stuck in search state
- Fix scientist heading to a different floor when strafing
merge from hackweek_newlights