138,983 Commits over 4,474 Days - 1.29cph!
control screen mostly done
merge from PlayerMaintainedMonuments
merge from gas_station_maintainables
new hit guide fixes
- changed depth texture used
- small negative scale offset to stop flash of z-fighting on single carve
- reduced line distance so it's more consistent with small carve radius
- turned off old ripples
fix car being killed when driving onto ramp
adjust carlift health, re-apply immortal protection properties
Setup powerline pole ladder visual to only appear on climbable poles
Rewrite Newtonsoft JSON converts to not use JSON.LINQ (which is what they did in Newtonsoft 8.0.0)
- tests pass
merge from PlayerMaintainedMonuments
merge from water_treatment_plant_maintainables
adjust water clearing curve
Merge from PlayerMaintainedMonuments
Update: reimpleemnt whole of CoreCLR's ConcurrentQueue (same as in shipped mscorlib)
- added extra telemetry to track segment alloc/retire, general tries, gc activity
This time didn't rip out the segment growing logic, and looks like if it safely fits in one segment, it can be consistently used. Going to confirm if extra large segment is enough, then it'll be a viable candidate
Tests: ran unit tests and AllocDeallocMTShortLived(32,False) perf test
revert terrain anchors, was causing no pipes to be spawned
New automated test for animation events using DoEffect that point to prefabs that don't exist
finds 27 cases, will need to figure out what to do with them
add more terrain anchors to accomodate new model terrain
A new player cannot mount while any existing pool-table mountable remains occupied
Pool cue stroke movement now ignores input.vehicle_flipy
In a gamer over state allow anyone to reset the pool game
Pool: dismount players mounted on the table if they start to go underwater
2nd screen tweaks.
Tweak display strings.
Pool: Ensure the prediction timeout can't reset the game if we are just waiting on a second player
Added sounds for new electrical boxes
Tank water blend asset + reference materials.
move waterpipe in WTP scene + S2P WTP
integrate waterbody shader with water tank spinup time
add testing convar for forcing tank pressure "watertreatmentwatertank.force_pressure <pressure>"
remove unused prefab
reduce size of colliders on water spouts
Adjusted Workbench Level 3 and BBQ deploy volumes to prevent wallpaper clipping when deployed
merge from deploy_clipping_fixes
Another sneaky compile fix that snuck past editor tests
Underground basement blocks - working out metrics and combos, added test scene
Update: minor simplifications
- get rid of retry limiters
- fixup unsafe increments
Couldn't figure out how to do add segment recycling, so going to change focus for a bit - will see how ConcurrentQueue performs
Tests: ran unit tests
Updated the emission shader feature on the cloth shader to remove an unnecessary underscore
Carving gizmos with an outline and faded shape + related files. Both additifve and subtractive.
master key updates
- removed old meshes from viewmodel prefab
- moved current setup item to tools folder with other prefabs
- deleted items folder (no longer required)
- moved sounds to correct folder
bye bye compile errors :wave:
merge from PlayerMaintainedMonuments
merge from viewmodel_scene_flex (Character Animation & Skin Viewer dev-only tool)
Change powerplant spawn priority to highest