142,497 Commits over 4,383 Days - 1.35cph!
setup AK to use flatback charms, setup backpack with flatback variant
pooltable_and_dartboard_models -> game_room_dlc
Updating knight armour helmet skinning
merge from tincanalarm_v2
Cant open tin can alarm when building blocked
Removed unknown region log spam in editor
Clean: projectiles now internally iterate over their cache rather than instance list
Tests: unit tests, 2p on craggy
Fix wolves getting stuck (use recast move instead of manual nav raycasts + slide)
updated tier 1 and 2 workbench lod distances to match tier 3
both tier 1 and 2 had different values and since tier 1 was too agressive i matched both 1 and 2 to 3
on the right branch this time
- HeldEntity and BaseViewModel now find and cache which anim clips are valid for persisting in PreProcess rather than in DoPrepare and being serialized to each prefab. Makes it easier to quickly test in editor and no prefab diffs
- General cleanup of the code
- Fix not checking if the animation controller playable is valid in PlayerModel.IsGoingToPlayClearHoldTypeAnim
- Remove some garbage allocs in AnimationEvents
- In AnimationEvents.TryCacheEventReceivers always check its parent for any other IAnimationEventReceiver. No current viewmodel for which this would have been a problem for, but because it can support more than one event receiver felt like a bug waiting to happen
updated tier 1 and 2 workbench lod distances to match tier 3
both tier 1 and 2 had different values and since tier 1 was too agressive i matched both 1 and 2 to 3
merge from automated_testing
Merge from industrial_crafter
Craft speed multiplier fix. Pool fix
add engineer reinforced upgrades
added shelf to tier 3
updated upgrade positions
updated reinforced position to accomade the extra fbx - also adjusted the gibs
Optimised test runner window OnGUI stack
Editor test runs are faster
adding an industrial crafter test setup save
updated tier 2 upgrade placement positions
also added a shelf to the tier2 workbench so it can more closely match the concept
custom editor for attachments to help joint config
AccessoryItems can store an alternate prefab to optionally use, VM can have `useFlatBackCharm` set to use a more joint-restricted version to avoid clipping
Update: ensure projectile stable indices are packed
This simplifies code and opens up the door for better cache utilisation & simd processing, but currently savings are on the noise level
Tests: unit tests + shot around player with 2 clients connected
Made the LODBakerTest script compatible with the new Bake functions arguments
Update default spawnlists a little
* Replaced barrel model to a destructible one, added the 2 CS:S paining models that had their textures fixed recently
Fixed Player:Lock and server spawns causing drowning noise
FGD cleanups
* Remove fireballsprite from env_explosion (never did anything)
* Remove coldworld and xbox specific fields from worldspawn
* Remove WaveHeight from func_water_analog
* Remove SetLocatorTargetEntity from player_proxy entity
* Turn some number fields/inputs from strings to floats
Fixed crash due to recent physgun beam changes
Show end of the URL in HTML panel messages
updted upgrade placements for engineer and workbench tier 1
M39
- Deleted duplicate overrride controller
- Hooked up aim firing anim correctly
Fixed crash due to recent physgun beam changes
Show end of the URL in HTML panel messages
deleted duplicate 3p spas anims
moved l96 holdtype to correct folder
Cherry Picked from
130098 (Removing LOD Baker debug code)
Cherry Picked from
130097 (Multiple source mesh support within the LOD Baker script)
merge mortar_prototype to main
Remove previousLegAnimatorState tracking, apparently I added that for nothing
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Removed hull_corner prefabs, unused
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merge mortar_prototype to main
Fix cooking tests failing
Improve the existing ones, add a note to expand in the future
Clean: cache span from ActiveTriggers.Objects
Tests: none, trivial change