142,699 Commits over 4,383 Days - 1.36cph!
Merge: from stableobjectarray_remove_dirty
- Optim: maintain synchronized order of dependent data as we remove from StableObjectCache
Tests: unit tests and a couple 2p sessions on Craggy with disconnects, shooting
Update: codegen
Tests: none
Bugfix: fix invalid index assigned to a projectile on projectile removal from cache
Copy paste mistake, happy we got unit tests
Tests: ran ProjectileTests.TestConsistency - it passes
Updated eyelash textures
Added eyelashes to femaleaverage model
Added femaleaverage to skin set
more aggressive drag-by-angle tuning, low floor and higher ceiling
- moved params to convars to make tuning easier in tests
Clean: consolidate player-related state cache growth to AddToPlayerCache
Tests: compiles
█ ▇▇█▋▌ ▍▋▅▄ ▆▍▋▇▍▉▆▆█▅▅▋▅
▍ ▄▊▆▆▍ ▉▆▍▊█ ▅▅▌▆▍▋▉█ ▌▄▉▍▅▄ ▄▉▆▌▇▉▊▌▌▉ ▆▅ ▅▋▅▆▆▅ ▉▌▆▉▇▉▊▋ ▄▌ ▉▇█▄▉ ▅▅█ ▇█▊▄▋▇▆▆▄
Clean: make the code clearer around maintianing packed order
Using better names for vars, easier to understand ifs and a safety assert
Tests: compiles
Harbor_2 altered the path of cargoship to allow for a wider corner on exit
Harbor_2 s2p
Merge from workbench_upgrades
Disable colliders on comfort/accelerated visuals.
Add test save with all benches maxed out.
updated icons and updated manifest
- still waiting for textured versions of prototype and defence before finalising their icons too
Add support for upto 10 upgrade icons in the vital panel at once. Now expands to two icon rows if needed.
Update(tests): add TestMovePlayer
- bugfix for missing to copy an extra tick/reset point in TickInterpolatorCache.MovePlayer
- added more docs to StableObjectArray
Tests: ran new unit test
Fix suggestions holder overriding the selling item everytime for no reason
Fixed some input box text areas from sometimes being offset to the right whilst typing in them
Prevent clicking in a vending entry input field from using a hotbar weapon
merge from lightfixture_refresh_recovery
merge from custom_item_fixes
created and added gibs for protoype and defensive upgrades - updated visual prefabs
Fix custom item icons / names not getting preserved when splitting a stack of items
Prevent items with different custom icons / names from stacking together
Fix regular icon being used instead of custom when dragging item from the splitter UI
Optim: replace BasePlayer.SparsePlayers with PlayerCache.Objects now that indices always match packed order
Tests: 2p on Craggy with disconnects of 2nd player
New trims for apartment room interiors. Set up materials for penthouse apartment. Initial first pass of material application for penthouse apartment. Very WIP.
added gibs for accelerated and range upgrades
added collision for accelerated, range, defensive and prototype
Updating skinning for shorts
Set workbench slots to 10 for now until we decide fore sure - easier testing/visuals
Setup remaining item->visual links
Updating tank top skinning
Updating skinning for male underwear
merge main -> rust_server_relay
Altered placement of a ladder in Harbor_2 as it stood too close to Cargoship path
Piped the in-game debugging readouts into the unity inspector for more visibility while in editor
Added an example OneShotAnimationSubSystem for handling event driven animations
Added debug.animatorsubsystemdebug convar that prints out the currently active sub systems
Each system can add to the debug readout with component specific info (eg. per clip blends)
Added a TwoAnimBlend example
Add general fade in/out support
Exploring a new AnimationSubSystem class to standardise the new player model handle techniques we've been using for various one shots and other features
Replaced the dedicated OnPhone state in the PlayerAnimator with a new TelephoneAnimationSubSystem
Fix primitive object hole assets front/back faces
Change gizmos to use transform
Move terrain shader from front of queue to back for now
Remove stencil writing from terrain depth prepass
Restore original terrain stencil state
Remove holemap
Add debug option to hole shader to see front/back faces
Subinstance culling with degen triangles
Sample terrain height in hole vertex for high res interpolation and discard in fragment if above terrain
Automatically start depth prepass when TerrainHoleRenderer is active
Industrial Autoturret - GIBs, icon, prefab setup
- Fixed mortar UI not scaling with wide screens
- Removed mounted protection from mortars
- Fix mortar shells LOD culling
- Space out sockets to fix handle hanging off edges + being able to shoot through walls.
- Play other fire impact vfx
- Fix mortar handle clipping into ground (because it length is now controlled by the animator)
Merge from elevator_fixes_apr_26