140,702 Commits over 4,505 Days - 1.30cph!
Circuit system tests, just two tests checking the throttling works
Update: replacing with a remotely built dylib
Surprisingly, it works
Tests: ran TLS test scene
Fixed tests failing after the recent pooling changes
Refactored the timers on livestock animal into a new PersistentTimer class
Makes it easy to create new timer based behaviours (drop dung, get older, give birth, etc) and persist those timers through a save/load
Livestock now drop horse dung (might need a rename)
Update: add MacOS support for UnsafeScriptingAccess
- using locally built debug dylib for now
Need to figure out if remotely built dylib is going to work or not (didn't when I broke sig locally)
Tests: using locally built dylib was able to run TLSTest setup
Throttle everything to 30 ticks a frame so server fps variations doesnt change the io speed too much
Flickering circuits are throttled to 10 flips/s (equivalent to old IO)
merge from store_featured_tweaks
Store featured tab changes, we now show featured items on both the left and right grids
optimised the electric chandelier LOD0
LOD0 triangle count from 22,766 -> 9328
still high but unavoidable for the complexity of the asset.
reduced lodchain from 5 -> 3
Added Apple.tree prefab and LootSpawn.Apple.
Added 3 apples to oak_d and they're all spawning correctly but dont spawn when trying to harvesting
optimised Rustige egg world models
Each egg's dropped world model now uses a dedicated w_*. fbx rather than using the animated deployed model.
The world models were carrying the whole deployed setup - skinned meshes, bone hierarchies, interior geometry and 4-5 LOD levels - none of which is visible when dropped.
- LOD0 triangles: 46,772 -> 16,466 across the eight
- Skinned meshes: 72 -> 0
binocular_glare_fix -> main
Fix
154930 breaking binocular glare. Inverted check was used
network_range_audit -> main
bring labs crate normal down to 128m
Lower medium signs to 128m network range
main -> network_range_audit
wind_turbine_sfx_fix -> main
Stop Wind turbine SFX contuining to playing when the turbine is not spinning
(Bug from 2019)
Fixed foundations with staircases failing LOS checks for softside damage with melee weapons
merge from texturecompression_pass_aug26
Can press E to configure test generators and change the power amount they output
merge vehicle pooling to main
fix container ui: remove restore child transforms, manually reset battering ram visuals
Trees additions support multiple prefabs instead of just one
update base_occlusion/optimize_building_blocks
Update FP.Nexus (prefer AssignedZoneKey over ConnectZoneKey for player client)
leaderboard fix v2 and streamermode for real on leaderboard and on score cards
Fix desks blocker not rendering due to unassigned LOD component
Reduce health on the chonkier blockers
Darts fixes
- remove control in UI for zoom
- add streamer mod compat for leaderboard
- attempt leaderboard fix after server restart
Ignore the inventoryPlayerQuality convar in editor, it keeps changing the RT and it shows up in plastic
Elevator Power In input set as main power slot
Converted ChargeUpIOEntity, set the second inputs as non main power slots
merge from automated_testing
merge from main -> base_occlusion
Fix the 20 cases where flags are colliding by reassigning to a free one
RidableHorse had 1 left, lucky me
fix colourpicker not accepting pasted hexcode inputs
Converted Elevator and PowegridIOAccessPoint
merge from fix_incompatible_paint_colour
Fix colour cookie being passed between painting menus with different colour pallettes
Remove colour picker from pumpkin carving