142,179 Commits over 4,383 Days - 1.35cph!
undo subtract on the correct branch
subtract, these changes were supposed to go on a sub branch :facepalm:
Implement blending between 3 load anims based on angle, remove pitch/IK blend curves until its stable, abstract creating/releasing reload handles
Update(tests): add validation of StableIndexLookup to StressTest
Tests: ran unit tests
Clean: delete StableObjectCache, no longer in use
- fixed up const references that I missed
Tests: compiles
Update: add missing NativeDisableParallelForRestriction to BasePlayerJobs.RecacheTransforms
Tests: none, trivial change
merge from analytics_memory_alloc_optims
Update: rewrite projectile batching to use StableObjectArray instead of StableObjectCache
- internal statics are now initialized and cleaned up on client connect/disconenct (+ scripts reload)
- had to sprinkle container access checks due to indirection
This was the last user of StableObjectCache, will rip it out next
Tests: ran unit tests, 2p craggy test with shooting (confirmed fly by effects, ricoches still happen)
Machete inventory sounds added
more info in drag table test
added missing deploy/reload anim events to weapon anim clips
Update: rewriten TriggerParent to use StableObjectArray instead of StableArrayCache
- ran codegen
- made DisposeInternalState run on assembly reload
Tests: built a boat, jumped on off - no issues (except the boat not moving, but a separate bug)
Visual spawn points wb1 test
Bugfix: ensure PlayerTransformsAccess stays in sync with PlayerCache when players are removed
- also removed safety if as it's obsolete after recent change to cleanup player before shutting down the server
Tests: had 2nd client connect-disconnect to me on Craggy (though technically it's not enough, I'm relying on unit test logic)
merge from automated_testing
Removed some old ad-hoc entity cleanup methods in TestTrees and TestRockets
Added OnBeforeSetUp and OnAfterTearDown. Overriden by RustTextFixture, includes all the entity and item cleanup
This makes sure tests arent exploding if we forget to call the base SetUp and Teardown, it was too fragile
Updated all tests
Update: StableObjectArray gets GetIndexForSyncRemove to support removing from linked collections
- used it to fix TestTransformAccessArraySync
Need to update actual game code since it's bugged
Tests: ran unit test
Anim updates for tutorial island end cinematic
merge from rfreceiver_freqchange_fix
RFReceiver RFBroadcaster code cleanup
An attempt at encoding the shadow caching flag into the light's shadow strength while maintaining the shadow strength value
Added new tests covering the frequency change while powered/unpowered
Test list
Fixed RF receiver adding itself to the listener set when changing its frequency while unpowered
merge from fix_manifest_errors
Remove extra model component on pistol_semiauto.a.m15.entity
merge from console_autocompletescroll_fix
Fixed console autocomplete scroll to selected
merge from console_uparrow_fix
Hide autocomplete when going through the history
merge from storeoverride_loading_fix
Fixed overrides not clearing after clearing the debug convar and refreshing the store
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Merge from easter_disable_2026
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Merge from storage_adaptor_prevent_building_fix
Storage adaptor prevent building check now uses the StorageAdaptorAllowCollisionGroup, fixes placement on large industrial furnace
Should be simpler to manage going forwards
Merge from ducked_splash_fix
Possibly fixed player getting splashed by explosive damage when crouched under a half height floor and the explosion detonates above the floor
Do an additional line of sight check when damaging ducked players if closest point on the player bounds is within 0.1m (additional LOS is 01.m below original check)
Also removed an old log in TimedExplosive
Merge from fix_manifest_errors