144,640 Commits over 4,413 Days - 1.37cph!
Ceiling lights just use the HasPower flag instead of On
Bugfix(tests): sae for TestNew_KillSleeperAndReconnect
Tests: ran all ServerOcclusionGroupTests - they pass
Bugfix(tests): same fix for TestNew_KillSleeperAndReconnect
Tests: ran TestNew_KillSleeperAndReconnect
Train tunnel light fixture material fixes.
Bugfix(tests): properly setup player's last visibility state in TestNew_Reconnect
Tests: ran unit test - it passes
merge from reset_groups_command
Turn in place IK subsystem, turns the player's lower body towards where they're facing rather than just sliding the feet - still kinda robotic.
Bugfix: NetworkVisibilityGrid.IsVisibleFrom no longer reports visibility between hardcoded groups
Failed unit tests by making Limbo group visible from main grid cell
Tests: ran TestNew_MoveOther, no longer fails
merge from mortar_prototype
moved SendBufferedFlagChanges outside of circuit loop
Improve mortar uneven ground placement error
Updating fpbconfig json with details for azure artifact signing
More io entities using the new flag update
Auto turret is not sending full network update when turned on or off
using HasSubscribers method instead of manual check
- Spawn player mountable when interacting with the table
- Spawn pool cue viewmodel
- Setup basic game detection (cue ball, eight ball etc)
Bugfix(tests): fix incorrect setup of TestNew_KillSleeper
We weren't injecting lastSeen records for other subscribers, which tripped up assertions
Tests: ran unit test
adding art for tree_guard_fences, prefabs
some splat repaint to fit the ground below trees
Added a basic GamePhysics.Trace depth culling test for non-instanced texts
https://files.facepunch.com/raul/1b1411b1/14_13-33-LooseImperialeagle.mp4
skip sending batched packets to groups with no subscribers
SimpleLight sends on/off flags through batched system
added BatchedEntityFlags packet type
- allows IOCircuitSystem to buffer entity flag changes from IOEntities and send batched packets instead of per-entity packets
- test setup with 2000 lights goes from 26ms to <2ms on the server
Split the circuit dirty flag into two: Dirty and NeedsRebuild
so setting a circuit dirty doesnt trigger a rebuild every time
Added rebuild timings
Add spawn.reset_groups - just clears then fills all spawn groups, useful for spawn point testing
FakePlayer improvements + Test fixes
Moved the tick to every frame
Added timings command to debug circuit perf
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Set lr300 entity to use sprint pose and updated rightArm_NoRProp to use hand
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Added coconut.tree prefab + lootspawner.
Added 3 coconuts to tropical_short_c for testing.
Manifest update.
Added binary sign step as a distinct fpbuild call in pipelines instead of bundling it as a build step
Added basic UI to supply signal, allowing selection between Default, Resources, Weapons and Med/Food drop types.
merge from automated_testing
Possibly fix some tests failing
Show icons on the marketplace terminals
Experimenting with a HeldEntitySprintModifier new animation sub system
Plays a selected animation on the right arm once the player goes above a set speed, allowing more left arm movement to show
Fades out the hands layer on the root player model as this clip fades in so we get the upper body movement
Setup on the LR right now, using the torch idle pose so it looks busted but it gets the idea across
Should only need a simple loop or single frame pose with the r_prop at the right
Added a new Drone Availability Manager entity
Exposes a variety of options for limiting the use of vending machine drones
MarketDrone.drone_disable_in_bad_weather - disables drone purchases in rain or storms
MarketDrone.drone_disable_at_night - disables drone purchases at night
MarketDrone.drone_disable_on_new_wipe - disables drones entirely for the first X hours of a wipe in reatime, defaults to 24h
Adjust both arms curve on torch attack animations
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Created a new Wearable Variant Creator Window, simple tool that lets us make new premade skeleton variants
Presents a list of every wearable in the project, can pick and choose which items you want and it then produces a new prefab with the skinned meshes setup and LODs stripped
Keeps prefab links to original clothing so this shoud be more future proof as we modify/update clothing