140,380 Commits over 4,505 Days - 1.30cph!
Zigg Tank Large mesh collider update and primitive collision removal.
merge from main -> base_occlusion
Tests to confirm the interior walls are fixed
Fixes to make edge case of interior walls not be hidden
Add command to export a building into a format that tests can use (so we aren't spawning the giant base every single time)
Switch to using EnterPlayMode + DomainReload so the normal shutdown has a chance to run
Fix sqlite database being locked in the editor (requiring you to restart editor every time it happens)
- force close all open sqlite databases when exiting playmode
Mark classes used for the nexus server browser as JSON models so they don't get mangled by the obfuscator
Created 8 new sprinkler tests to catch an issue with sprinklers visibly splashing but not applying water to planters after a server restart
They all fail right now
Remove server.useLegacySprinklerLoadProcess, should no longer be needed
merge from industrialTorch_SFX_fix
merge from torch_3p_sfx_fix
merge from rug_culling_distance_fix
merge from largeplanter_gibs_fix
merge from shippingcontainer_decal_fix
merge from muzzlebrake_pos_fix
merge from main -> base_occlusion
Network group implementation
Updated the particle effects of the spray can to broadly match the texture being sprayed
Approximates the colour via a texture lookup. gets cached per texture so it only happens once per skin in a session
Remove the hand_mesh from v_building_planner_rig (hacky removal, proper re-export will be better but this should allow us to verify memory savings)
Merge from vm_hand_spawn
Only active on building_planner for testing, other vm's are unchanged
Tests improvements, some fixes
Merge: from mt_snapshot_saving
- Bugfix for thread race in Jobs 4 mode when saving BasePlayer
Tests: booted craggyisland_missions, completed a mission
Bugfix: avoid a thread race on PlayerState MRU dictionary when saving BasePlayer
- use readonly access in Save that doesn't update MRU
- push to cache on player connect
Tests: ran CraggyIsland_missions, completed a mission - saw states change in UI
Update: avoid calling db queries when saving BasePlayer.PersistentPlayerInfo
- instead resolved on player join
It should be safe according to docs(mt calls are serialized), but this way is just simpler.
Tests: booted into craggy
Update: implement UnsafeScriptingAcccess.SwitchToMultithreading awaitable
Works with ConVar.Unsafe.UseMultithreadedScripting to either keep task on main thread of offload it to thread pool
Tests: TLSTest script, with covnar being in both states after system runs
add a way to pin/favorite commands
merge from powerplant_wire_fix
merge from shadow_caching_nvg_bug_fix
merge from fix_gasstation_bettercarloot
merge from nvg_trophy_fix
merge from satcom_monumentinfo_removal
merge from PlayerMaintainedMonuments
add a scene icon next to commands that open scenes
move command palette to the tools dropdown
Wrap nexus clan backend calls in try catches so the RPCs report errors back to the client instead of timing out waiting for a response
Improved position checks when ejecting things off the ferry so they shouldn't clip into things or be on top of other things
Depends on entity bounds which should be correct (hopefully always)