195,520 Commits over 4,110 Days - 1.98cph!
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
Abyss Containers - Fixed LODs and GIBs on vertical version
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- Make scientist head towards LKP instead of actual player pos
- Add scientist search behavior when reaching LKP but no player is there
- Simplify FindLKP
- Fix FSM getting stuck in "roaming"
Fixed missing "clone" and "clone all" radial menu option icons for all berries
Fixed wheat, rose, sunflower and orchid using incorrect icons
Added spherical spatial environment volume support for opaque objects
- Adapt killscientists command to kill new scientists
- Fix NRE on scientist death
- Fix target lost transition not working properly
- Simplify FSM
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Cleaned the mess in the advanced christmas light folder
Merge from cavelargesewers fixes. (Fixed fume oddities and perf wasted on underground distance flares) cave_large_sewers_hard
Fluorescent light prefabs
Cleaned up neon light prefabs, renamed them to fluorescent lights
Description and names
Removed problematic FX from the old Cave Large Sewers.
Also stripped distance flares from these. No need for them indoors.
Merge: from texttable_allocs
- TextTable now pads the last column as before
Tests: unit tests + editor test on 1-player team
Abyss Containers - LODs GIBs Corpse Icon and Item setup for vertical variant
Update: rewrite teaminfo to reduce allocs
Tests: tested in editor
Spotlight server tick only runs when its orientation changed, like the client
Reset on deploy
Spotlight:
- IO handles tweaks
- deployment tweaks
- enabled pickup
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