142,204 Commits over 4,383 Days - 1.35cph!

Today
Merge: from main
Today
Update: StableObjectArray rewrite - version 2 - Replaces PlayerCache on the server in all the relevant paths Still need to do clientside projectiles stable cache before ripping it out Tests: booted into Craggy, ran around. Need to test 2p, but being stopped by some shore vector out of bounds access, hoping sync fixes it
Today
At first add no limit on max build queue
Today
Bugfix: StableObjectArray.StableIndexLookup was returning unbounded array Tests: booted into craggy and ran around
Compile fix UIPrisonerHoodOverlay
Merge from main
Replace LocalOrSpectatePlayer property with GetLocalOrSpectatePlayer() that will always prefer to return the currently spectated player regardless of current camera viewmode Replaced property with getter method to make it clearer that we should prefer to cache the player rather than repeatedly fetching Checked and replaced all the previous usages. Many files touched, many minor bugs fixed due to the spectate player value having been wrong. Definitely* no new bugs introduced
Today
Jump suit skinning update
Today
merge from storeoverride_loading_fix
Today
Fixed store content loading when using overrides
Today
npc tutorial animations updated
Yesterday
Fix potential culprit for double free of tileData
Yesterday
Halterneck skinniing update
Yesterday
Limit max number of tiles being built in the background
Yesterday
Added Salvaged Sword invetory sounds and bone club drop sound tweaks
Yesterday
Hide skirt skinning
Yesterday
moved ScopedOcean from TestFixture->RustTestFixture
Yesterday
Update: useful bits from the first failed StableObjectArray conversion It ended up being too pervasive for my liking, going to try a simpler approach Tests: compiles as part of rewrite, but none otherwise
Yesterday
fixed playerboat test fixture SetUp not calling base.SetUp and nuking the GlobalNetworkHandler in teardown
Yesterday
Prisoner hood overlay fixes
Yesterday
removed old test fixture api usage
Yesterday
merge from console_uparrow_fix
Yesterday
Fixed console auto complete preventing you to go through the history when open
Yesterday
Fix budget being treated as seconds despite being miliseconds
Yesterday
Fixed exception in DoPrepare on shields because they don't have a HoldAnimationOverride
Yesterday
merge from playerboat_tests
Yesterday
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Yesterday
Merge from main
Yesterday
Merge from water_well_B_spawn_fix
Yesterday
Fixed food cache not spawning in water well B
Yesterday
Testing changes to Jenkinsfile
Yesterday
Fixed client convars with an empty default value showing as [?]
Yesterday
merge from convar_defaultvalue_fix
Yesterday
merge from main
Yesterday
Prevent nullref when navmesh is not built but is queried, error will be logged in ai.logIssues 1
Yesterday
Sit visuals correctly
Yesterday
Do no rebuild tiles when using unity navmesh, do not log error when no nav found when an entity tries to rebuild (it's normal for some entity to spawn before navmesh is built)
Yesterday
Yesterday
Removed the loading thingy, few more adjustments
Yesterday
Added electric furnace to the skin viewer
Yesterday
merge from automated_testing
Yesterday
Update all tests to call the base SetUp Removed KillAllEntitiesInRadius calls
Yesterday
edited 3p sit driving snowmobile rear lean R/L anims to correct clip ranges
Yesterday
We now take a snapshot of all server entities on test setup, and kill the difference on test teardown Fixes entities leaking from tests
Yesterday
Add a twist relax slider for hand IK
Yesterday
Add offset to left hand IK
Yesterday
Update: StableObjectArray now exposes stable index lookup map (needed for transform access array jobs) - moved NativeArrayEx to Facepunch.UnityEngine plugin, enabled unsafe code, added Unity.Collections dep Tests: none, code is in the middle of breaking rewrite
Yesterday
replaced missed topology usage
Yesterday
replace topology query in road terrain modification with type query