160,487 Commits over 4,566 Days - 1.46cph!
Bugfix: fix potential cases of use-after-free related to ItemModConsumable.DoAction
Tests: consumed berries, water, flask (discovered new source of issues >.>)
Update: test list export
Tests: none, trivial change
Update: standardize ItemContainer.onItemRemovedFromStack calls
- added auto test for storage monitor
Removes a blocker for immediate item removal logic (and saves us headaches in the future)
Tests: auto tests
exported test anim for seagull land
S2P All tropical islands, both ranches, outpost, sat dish and apartment complex. This fixes those scenes using older versions of the apple/coconut trees.
Add SocketMod_Renovation
Reno device can be deployed, successfully changing wall to door after a duration.
Fix beehive.natural kill warning.
Removed apples from oak_d. Increased apple spawn chance on oak_e to 50% to compensate.
merge from socialmenu_perf_fixs
Virtualised the friend sections so we don't have a ton of prefab instantiated
Changed the friends name sort to ordinal ignore case
1000 friends rebuild, menu opened: ~159ms -> ~14ms
Subtract current wind swaying implementation for the apple trees.
Going to explore doing this with a shader in the future instead as the current implementation can be expensive.
more keyframe code cleanup
merge from seagull_update
Merge from livestock_animals, fix slow leading, cows clipping through walls, sheep starving, old animals sleeping or attacking from far away
Merge from livestock_animals, fix slow leading, cows clipping through walls, sheep starving, old animals sleeping or attacking from far away
merge from render_pipeline_testing
potential fix for contacts mugshots weirdness on first render
Prevent cows and bulls from pushing you when you lead them
-clean up input handling between dolly/director/sandbox
-throw all demo session code into #if CLIENT
-remove old timeline grid
- fix invisble players after switching demoui2 scenes
- fix baked animation clips not being cleaned up properly
- fix weather settings not being applied
- backup scene save files if they can't be read.
- a bunch of curve editor fixes
- clean up a lot of per frame updates for options that aren't needed
Bugfix: batch of potential use-after-free fixes for Item.LoseCondition
Just one dangerous method left (plz no more)
Tests: industrial + turret automated tests
added wool armour plate, worldmodel/LODs. materials/textures. Icon and prefab setup
will need values adjusting - used wood as a base.
merge from aibrain_sleep_spawn_fix
AI movement tick is not ran on AI init if they are sleeping on spawn
- long-standing bug, because Think never runs on sleeping AI a destination is never actually set and movement tick is wasted processing
Changing the uzi stock now blocks other actions, like a reload
Holstering before the stock change animation finishes cancels the stock change
Fix animation issue when firing first shot upon entering play mode
Fix admire animation not being cancelled
Adjust ADS settings again
merge from cannon_dismount_rotation_fix
Fix for facing the wrong way after dismounting a cannon on a boat
Bugfix: another batch of fixes from Item.Remove audit
- removed 1 alloc DropUtil
Tests: ItemContainer unit tests
merge from weapon_refresh_nailgun
Set renderparam bounds to coarse culling camera bounds
Add separate shadow pass with shadow distance convar for testing
boataicoordinate_tryclaim_fix -> main (broken merge last time)
boataicoordinate_tryclaim_fix -> main
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Ensure dead drivers dont keep stale HasDriver flags around
boataicoordinate_tryclaim_fix -> main
boat_ai_movement_improvements -> main
workshopskin_warmup_server -> main
repairbench_reskin_stall_fix -> main
radiation_watergun_fix -> main
Fixed the NRE in BoatAICoordination.TryClaimTarget