157,970 Commits over 4,566 Days - 1.44cph!
Make cows actually line up with troughs to eat + play the correct animation
Make a system so that we can align any animal with props without turn in place (maybe handy for cars mounting/unmounting?)
Optimize path following further following Daniel's leads:
- support full batching, serial path no longer needed even if some NPCs can swim or open doors, move requests are queued for next batch
- better use of unity's TransformAccessArray to avoid native overhead (don't set to null, do not re-build every batch instead persistent w stable identities)
- iterate forward instead of backward (ListHashSet is slower backward, + has RemoveUnordered so iterating backward to delete is not really needed)
- skip IsUnityNull checks that's no longer needed
Make sail wind behavior fully server sided
- used to evaluate on both client & server so it could mismatch
- client now just waits for server to send the flag
- convar "sailblockedupdateinterval" to control the 5s polling the sail does to see if it's blocked (same interval as before)
scrap king - updated texture atlases, meshes
Run is cancelled when the client is disconnected
Client can use fixture convars
More client base combat entity tests
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fix vclouds still disappearing in cargo hold in brp
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Client tests are added to the CI test list
Fixed a bunch of failing tests
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Cows outside of navmesh kill themselves like other AIs
Cleaned up test ores
Added client test spawning all base combat entity and looking for errors
fix billboard clouds flickering in front of foreground objects in RRP (OnBeginRendering callback needs to happen before culling)
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Fixed test runner window not drawing tests sharing the same categories in two different realms
update for the underground medium station
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complete the revert of culling water/clouds when underground, causing issues, will revisit
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Fix blue particles when shearing sheep
Merge from livestock_hotfixes
Fix broken test, fix cow unfreezing its needs / aging when bonded not being saved
removed unused attachment gameobjects from viewmodel prefab
Halloween Wallpapers - small texture fix and icon rerender
final folder clean up
- Deleted old materials/model/rig/anim files
- Moved materials/model/rig/anim files to the original folder
- Deleted 'New' folder
LocalPlayerTestFixture gets some nice helper methods
Ore tests cleaned up
merge from automated_testing
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fixed halloween string lights not being deployable
Halloween Wallpapers - Final textures, icons
Fix modded servers crashing before fully starting not being tagged as modded
- added nailgun mag mesh
- added mag drop effect
- added events-only clip on a new w_nailgun Animator, no rig needed
- set up hide/show mag
Merged to main > Fix livestock breeding out of control in the wild:
- Full bond is now 15min not 5min, reproduction can't happen before (can still lead from 5min like before)
- Curious cows don't bond twice as fast anymore
- If a calf is born in the wild somehow, it will age as soon as it's born, and won't be able to reproduce (eg won't be born bonded like the mom)
- Server cap on livestock population of 300 "livestock.maxPerSpecies"
- Command to kill off excess livestock, prioritizing not tame > far from TCs > bad genes / old to avoid hurting farms, "livestock.cullexcess"
- Add "livestock.breedOnlyAtHome" convar, 0 by default, 1 means livestock can only breed near their top bonded player TC
short test to force the extremes of DecorComponents to ensure the bounds is correct with future changes
- if this broke silently rocks would just fail to spawn or spawn where they shouldn't