140,645 Commits over 4,352 Days - 1.35cph!
setup salvaged hammer refresh world/projectile/entity prefabs
Added container corpse tests
Checks setup, pickup, repair, protection is correct
All pass, but would have caught a recent issue
roll back gestures in playeranimation controller
Bugfix(tests): CompanionServerTests - use persistent RelationshipManager
- house RelationshipManagerDB in a temp folder
Tests: ran CompanionServerTests unit tests, 1 sporadically fails
Re exporting anims with out of date hierarchy
Codegen and made UI_Console_CommandList partial
Fix armored ladder hatches being included in the convex collider test, they have an explicit socket blocking placement on boats
Updating skinning and burstcloth for pilot hazmat
Bugfix(tests): CompanionServerTests - setup player lookup map
Broke since one of our optims way back.
Tests: ran CompanionServerTests - now 2 failing
adjusted ao of water wheel
setting up salvaged hammer refresh viewmodel prefab and anim events
New deployable tests
Check pickup item matches item definition
Check redirect deployables have the same hp, protection, various pickup and repair properties as base deployable
Finds 17 things to fix
merge from playerrigupdate2
More hair setup, dye sets
Bugfix(tests): CompanionServerTests - use unique persistence database per test run
If a test goes wrong, the cleanup doesn't happen, which borks all the subsequent tests in a run
Tests: ran CompanionServerTests - 16 pass, 3 fail
Bugfix(tests): rewrite GrowableGenesTests no allocs tests to use ServerProfiler new api
Think my old hacky solution finally broke
Tests: ran GrowableGenesTests test - it passes
Committed 3p chair updates with sitting loop to show issue with transitioning from sitting to idle if 3p sitting is an anim and not a pose
Bugfix(tests): workaround "don't add editor components" safety check when running editor unit tests
Tests: ran GameTraceTests unit tests - they now all pass
ElectricWaterWheel compile fix
set rustige egg gems to be opaque
Bugfix(tests): fix missing InvokeHandler in GamePhysicsTests
Tests: ran GamePhysicsTests unit tests, now all pass
Added shutters for rentable kiosk B. Tidied up prefab (removed missing refs etc).
merge from new_console-ui
Tweaked shared convar colors again
merge from waterwheel_deployable
merge from new_console-ui
Fixed inputfield culling issues after entering long strings
Console command list is now a UI_Window, some refactoring and cleanup
Added a fourth row to the hud components panel in the tools tabs
Fix LOD extents validation, causing rendering issues.
Changed color for shared convars
Fixed additional space for commands with no default value to show
Show [?] instead of nothing if the value is set by the server
Changed deepsea.enabled logs to normal logs
Console set its text size on init
[truncated] shows in yellow
Switch to BigEndian, fixes static
AAC is working!
Refactor the ShoutcastStreamer to support different underlying codecs, load the appropriate decoder for each stream
MP3 is up and running (already works), AAC is implemented but not quite working yet
Very experimental
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Fix craggy
Revert terrainHeights native array change
Init HeightTexture with mipcount 0
Adjust terrain cell border check
merge from main/waterwheel_deployable/waterwheel_sounds
merge from main/waterwheel_deployable
water wheel sound implementation polish
add water movement loop and wheel movement accents
Merge from child_dynamic_lods
Manually call SetEntityAndChildrenDynamic on TrainCar to catch any LOD renderers that haven't been marked Dynamic
Fixes some disappearing candles and junk in the caboose carriage and should be more future proof than just modifying the affected renderers one by one
Applied to NexusFerry as well as it had the same issue on the static boxes