197,266 Commits over 4,110 Days - 2.00cph!
merge from indirect_instancing
Merge: from pooledlist_fixes
- Bugfix for invalid pooling of PooledList-subclassed types (like Eqs.PooledScoreList)
Tests: unit tests + print_memory PooledList tracking in editor with Wolf2
Bugix: Reimplement PooledList(and others) via BasePooledList
- Fixes incorrect pooling of inherited-from PoolingList types
Tests: spawned wolf2 on craggy, enabled Ai, print_memory reports correct numbers of Eqs.PooledScoreList and no negative PooledList cases
F7 Player reports (abusive/cheat/spam/offensive name/breaking server rules) now send to the configured reports endpoint (server.reportsserverendpoint), previously only the generic feedback reports did.
Tested in editor with separate client/server and locally hosted endpoint
Spraycan no longer loses condition while using `infiniteammo 1`
Removed some leftover debug stuff
- MeshCull, MeshLOD and RendererLOD are now able to add their states to the instancing system themselves without the need for a RustRenderer.
- Fully decoupled InstanceCreationInfo from *Renderer for more flexibility.
- Added an `autoconnect` ConVar (editor only) to speed up debugging on external servers
- Improved debugging by adding Robocop vision. New ConVar: indirect_instancing.debug
- Added InstancedLODComponent to cover the instancing needs of MeshCull, MeshLOD and RendererLOD
- Tools: Record unsupported materials during play mode so that they can be fixed later
- Tools: More progress bars for long operations
- InstancedDebugDraw: Fixed not updating properly due to missing damage tracking on the command buffer
- Introduced WrappedRenderer to intercept modifications from other parts of the code. It works, but I'm probably not going to keep this.
- Moved all the debug stuff to separate files
- Fixed a == vs. = typo in SoundDefinition.AutoAssignAudioClips
Update: locking in unbox.any version
- Updated comment explaining why unbox.any instead of Unsafe.As (tl;dr - a smidge faster, but no runtime type checks)
- added a unit test that validates runtime checking
Tests: unit tests
Update: add BasePooledList template
- Updated test to use it
Boilerplate for various PooledList<T> implementations
Tests: test now passes
merge from main -> party_system
merge from party_system -> main
Update: add unit test that showcases invalid PooledList<T> pooling
Tests: ran the test - fail as expected
renamed - remove underscore in mapname
Assign textures and bundles
QA Island scene/map setup
Add ability to add general padding
Fixed locker snapping
Can now snap an object by looking at the wall instead of looking at the ground
Better calculations for Y heights
Better Y heights in corners (fixes fridges)
Ensure pivot offset is rotated by rotation first
initial pass on batched projectiles, functional except for LOS checks but failing consistency tests which needs more diagnosing
- added batch support to multiple tests for comparison
Steam inventory market price is using the steam client country code
Discord trophy can no longer be broken down (it never could be due to no market value)
Required items rework.
More UI wip.
Made OnFeedbackReport RPC async and log upload results/exceptions
updaed ship, improved the hull material with macro variation mask and more colour
Send non-player-specific BreakingServerRules F7 feedback reports to the server.reportsserverendpoint
merge from frontier_external_fixes
rework some volumes to make snapping and building block to work nicer
Update: projectile perf test
Tests: ran the perf test
also delete stray Assets\Materials dir, added in
119921
deleted beehive natural large and horse costume icon from asset root dir
deleted random jungle rock in Asset root dir
Slightly increase half shelf bounds (shouldnt affect placement at all but will affect snapping)
Implemented steam inventory new modals
Ripped out the old systems, lots of refactoring
Still wip
¬ Clean up icon render scene - random new objects and prefabs enabled
Buildfix: rename UnitTests.WaterLevel to WaterLevelTests
It was colliding with a non-namespace WaterLevel and causing a headache
Tests: editor build in C+S
revert_ui_slider_merge_issues -> main
Dont stomp new ui volume slider