135,315 Commits over 4,293 Days - 1.31cph!

29 Minutes Ago
food box prefab tweaks for socket
2 Hours Ago
Update ignore list to include new boxes
2 Hours Ago
Merge from storage_adaptor_box_collisions
2 Hours Ago
Merge from main
2 Hours Ago
DeployVolume entity group lists now respect the entityMode field Switched the storage adaptor deploy volume collision check to ignore wooden boxes (will still be affected by prevent building check) Converted entity list to a EntityGroup for easier management
4 Hours Ago
Icon commit pt 2
4 Hours Ago
Icon commit pt 1
4 Hours Ago
Added a placeholder charm selector to the skin selector box in the crafting screen Added support for adding arbitrary PropRenderers to the Icon Geneartor manifest (very hacky, needs some cleanup)
5 Hours Ago
Convert AccessoryManager into a singleton scriptable object Add a new AccessoryItem class, derives from SteamInventoryItem, basically a skin that points to a charm prefab Convert spawning processes into GameManager so we can use pooling Store a selected charm per item in PlayerPrefs, similar to how we store the selected skin per item
Today
Merge from main
Today
Merge from naval_update
Today
Minor TestRunner refacto
Today
Don't turn on all child objects of culling volumes, was only needed to work around an editor bug
Today
Merge: from useplayertasks_removegroupocludee_nre - Bugfix for NREs and errors when using -enable-new-server-occlusion-groups - Unit tests to cover parts of old logic and entirety of new logic behavior. 20 tests totaling 255 permutations. Tests: unit tests + 2p on craggy with noclip, teleportation, disconnect, killing sleepers and using OcclusionValidateGroups
Today
Added progress bar, some layout changes TestRunner can return its progress at anytime when running tests
Today
Clean: Calrify in a comment what provisions does new logic can guarantee Tests: none, trivial change
Today
Merge: from main Tests: none
Today
Merge: from useplayertasks_removegroupocludee_nre Tests: unit tests + bunch of manual tests
Today
Bugfix: OcclusionValidateGroups - fix a false positive by inverting a subscription check Was testing subscriptions from perspective of occlusion group participants, not the owner of the group (and the group tracks what the owner is subbed to) Tests: teleported away then spammed OcclusionValidateGroups - no more "stale participants" messages for a short second
Today
Fixed NRE when disconnecting from a server while in the deep sea
Today
Bugfix: OcclusionGroup - handle case when player reconnects and reclaims his sleeper - Added unit tests - Reconnect(4), KillSleeper(4), KillSleeperAndReconnect(8) and DieAndRespawn(4) Tests: unit tests + 2p on Craggy with p2 reconnecting near p1. used OcclusionValidateGroups (need a minor fix)
Today
Update manifest
Today
Adjusted deep sea vertical bounds to match height of mainland bounds, fixes projectiles getting shot out of the bounds triggering a packet flood kick
Today
stopgap water sky reflection until we have the water refl probe in RRP
Today
merge from main to fix_manifest_errors
Today
Stop NPC_Citizen lobbing healthkits and NPCs Fix NPCs being unable to pickup constrained weapons * Specifically the first spawnflag "Start constrained", which caused a potential progression stopper on ep1_c17_02a Add Combine Shotgunner Playermodel texture with colorable eyes Update Odessa playermodel * Consistent phong usage on face material (consistent with citizens) * Fixed mouth faceposing Dynamite no longer uses timer.Simple, and clamps delay to 3600 Apply some checks for a potential crash issue * Would crash with a message instead of silently Limit Material() in menu state Fixed Lua error counts in Problems panel being covered up by Copy btn Fix killfeed showing neutral/fearful NPCs as friendly * When killed by the player specifically
Today
Update: adapt OcclusionValidateGroups to new logic Tests: used it in various scenarios in 2p on Craggy. Spotted a bug for reconnecting players, need to add a unit test and fix
Today
Update: OcclusionGroupTests - added LaggyTeleport test Think I'm done, going to do a bit of manual testing and merge it back Tests: unit tests
Today
Update: restore lastPlayerVisibility support in new logic - updated tests to validate corret removal of timestamp Just have one last test to implement, and it's done Tests: ran unit tests
- Fix parented players being at odd starting rotations - Enable AI only parenting on: PTBoatDriver PTBoatPassenger Small Boat Passenger RHIB Driver
Today
fix occasional single-pixel ocean line in canyons
Today
paintable window fixes
Today
merge from main
Today
current progress for skin blocks parts and material
Today
Test list
Today
Can run tests using the window when out of playmode, clicking run will start playmode and run the selected tests when possible Ground work for the future dashboard implementation
Today
Update: prep unit tests for lastPlayerVisibility validation Tests: ran unit tests
Today
Paintable Reactive Target - Updated IO ports positions, updated model and textures to support the new IO ports. Rigged model remains the same so it needs updating and setup
Reimplement parenting logic
Today
merge anim fix to main
main -> mountplayersync_ai_bypass
Today
add "Affect Occlusion" toggle to detail blend layer, makes blend layer interact with base layer occlusion (lerps it white with the blend weight)
Today
Fix edge case with playable graphs already being setup when spawning a player model, immediately set isPlayableSetup rather than next frame.
Today
Update: OcclusionGroupTests now check if 2nd player in a test only references itself in the group Tests: ran unit tests
Today
Salvaged cleaver animation blend adjustments
Today
Added gibs for stone component box
Today
Clean: extract a bit of code to handle initialization Tests: ran all unit tests
Merge from naval_update
Merge from main