195,392 Commits over 4,110 Days - 1.98cph!
bee boulder now matches the speed and distance of other catapult projectiles
merge from main -> party_system
Ensure set flash is set to appropriate light state on deploy
Ensure correct flash fx is played
Run PlayerBindPress for unbound keys too
The binding will be an empty string.
This is consistent with the pre-existing behavior of the hook running after running "unbind <key>" even though the key is technically no longer bound.
Update misleading message "Can't save unknown type"
Update "Field %s is using the wrong FIELD_ type" warning
Test for unclosed Lua ISave/IRestore blocks
Add internal note about 64bit engine save warning
Saverestore Lua lib: Close started block on early return
Not sure if this is the correct approach, so also prints an error if it is hit.
Admin command to kill all bees
Update: ContinuousProfiler now has TotalAlloc and AllocCount metrics for allocation snapshotting
- Release binary build with 27d643a3
- exposed via NotifyOnTotalMemKB and NotifyOnAllocCount (set to 0 to disable)
Tests: tested both on Craggy in editor. Helped spot a potential small leak in PerformanceLogging
Do not try to run HTTP requests with invalid URLs
Fix OSX not building
Update the DebugLuxel with actual vertex color support
Speculative improvements for >2GB file support
Reject empty or near empty .gma files
More improvements to file support for >2GB
Fixed crashes with point_worldtext for good
fix missing cloud layer, also respect weather overrides from editor when live editing
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Remove the ability to rotate local by Z
Store item grid refactoring
added camera animation sync component to attacks in mace animator
Merge from dlss_texture_creation_crash
Temporarily disabling threaded texture creation to see if this is the cause of the new DLSS crash
Bugfix: snapshot json export no longer emits extra coma, making json invalid
- also sneaking in AllocWithStack to be on execution thread only, not on alloc thread
Super rare, but would be hard to find in the code when it would happen in the future
Tests: persnapshot and watchallocs in editor
Boat blocks forward damage to parent boat
Initial boat max health calculation.
New test save.
Bugfix: Prevent data races leading to torn continuous profiler snapshots
- Binary built using Release conf based on 237b5df3 commit
- Both Resume and Stop happen on profiler frame end (previously Resume was instant)
- Stop gets deferred to after snapshot is exported if requested during processing
- Profiler, if in initialized, always gets called on new frame (since internal state machine demands more steps than the user code can know about)
- Updated continuous profiling unit test to acoount for extra OnFrameEnd required
It was possible that a stop is requested during export process, leading to use-after-free exceptions on a managed thread and torn snapshot.
Tests: unit tests + 20 manual watchallocs->stopwatchingallocs calls
Stop Shockbyte button trying to refresh server listings
Reimplement Shockbyte promo.
Polish the shockbyte popup
updated stone and wood roofs to detach beam - lod group still needs setting up
Refresh button micro interaction
floating cities walkway and greybox progress
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Continuing on with floating walkways
Don't add scientist brain twice
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Changed how the EnvironmentVolumeLOD component gets added to EnvironmentVolume objects by using IPrefabPreProcess instead of Awake as this could have caused issues with object pooling
merge from S2P_bugfixes_for_quickfire
Wire back up the refresh button properly
fixed a hole in stairwell_bottom_360 collider