160,507 Commits over 4,566 Days - 1.46cph!
lamb sprint animation test
Fix LightGroupAtTime pooling bugs, caused caboose lights to become darker on reuse
Cache authored light intensities once at the start, later they could be changed from their defaults when coming out of the pool
Bugfix: make sure we call onItemAddedToStack when using ItemContainer.AddItem
Tests: unit + auto tests
Rework previous fix for entities that were forced dynamic due to being parented never resetting the flag when pooled
New IPoolReset interface that Poolable calls when entering the pool to reset cached behaviours, instead of multiple GetComponentsInChildren in ResetState
Also reset RendererBatch disabled flag set by parenting so that a pooled instance can batch again after reuse
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New targetting system for ai scientists:
- Remembers locations of previously lost targets
- Auto switches between visible players if it loses its main target
- Ai scientists will keep attacking even if the target hides
- More stable/fun overall
Fixed allocations in SortBlurredLayers
Raised the UI blur capture limit from 4 to 6 per frame
CUI blurs only take a capture of their own when they cover UI drawn before them
CUI blur sorting runs once per frame instead of on every AddUI/DestroyUI
Merge from Wool_ArmourInsert
Merge: cherry pick
169367 +
169368 from itemmanager_immediateremove
Moves all onItemRemovedFromStack calls to Item methods (SplitItem, UseItem, MoveToContainer)
Tests: auto tests
merge from scrap_king_building_skin - raised colliders on roof overhang
Copied over my item setup from woolarmorinsert. tech tree, crafting cost.
- 20 wool to craft
- 3 cold, 2 melee, 1 projectile protection
- Tier 1 tech tree
Added renovation saw item/prefab/entity.
Rennovation saw now shows cut track on construction.
Saw follows track,emitting sparks and leaving a glowing trail.
Visual progress matches timers.
Setup placeholder cutting audio.
Fix waterpistol error during manifest generation
scrap king - updated roof bottom edge colliders
Per shadow split foliage culling test
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