135,065 Commits over 4,293 Days - 1.31cph!

7 Minutes Ago
Tests: OcclusionGroupTests - add TestVisibilityAfterMovingToFarRange (32) - added a couple TODOs Tests: ran new unit tests, all's gud
38 Minutes Ago
Add `paste_grid {x} {y} {spacing}` command Fix not being able to undo multiple pastes with a single `undopaste` command
41 Minutes Ago
Tests: OcclusionGroupTests - add move to near range visibility test (32) Tests: ran new tests, all pass
47 Minutes Ago
Tests: OcclusionGroupTests - add test validating moving from outside net range to same cell (32 tests) Need to add 2 more variations (move to near and far range), then can start moving to esoteric scenarios Tests: ran new tests, all pass
1 Hour Ago
Bugfix: OcclusionGroupTests - fixup invalid expectation of newlogic groups in TestVisibilityAfterMovementAway We succesfully enforce newlogic's rule that networkable should always be in a local occlusion group Tests: ran all unit tests, all green
1 Hour Ago
Picture Frame - updated scrap set icons
1 Hour Ago
Refactor from IsChildOfPlayerBoat to IsChildOfFinishedPlayerBoat (for now)
1 Hour Ago
Picture frames - texture update, deploy volumes fix
1 Hour Ago
scrapframe xxl gibs
1 Hour Ago
remove_extra_scientist_weapons -> main
1 Hour Ago
Remove unused weapons on boat scientists. This removes the extra server generated weapons (that aren't used), saving us around 144~ unused networked entities across all AI boat scientists. Not fully aware of the full performance impacts of having these (if there were any), but worth removing and we will see
1 Hour Ago
Bugfix: OcclusionGroup - prevent unsubbing from own group Can happen when player is dead/in limbo Tests: ran unit tests, fixed TestUpdateSubs(newLogic, dead), but TestVisibilityAfterMovementAway(newLogic, dead, *) still fail, albeit for new reason
1 Hour Ago
Tests: OcclusionGroupTests - add simple tests verifying group and sub updates Need them to validate that new logic can unsub from group it's in (which is illegal) Tests: ran new 24 tests, TestUpdateSubs(true, dead) failed as expected
1 Hour Ago
boatai_balance_changes -> main
1 Hour Ago
wip/tests
1 Hour Ago
Refactored to pass a List<Vector3> from the client so we can implement different shapes & fixes without needing server update / mismatch of client & server RPCs
1 Hour Ago
If pasting multiple "bases" at once (in a line) add all the entities to a single entry in the paste history so they can be undone in a single step
2 Hours Ago
Refactor `paste` and `paste_line` into a single method one the client & server - paste now acts like a repeating paste with count of 1 - pass repeat count inside the RPC proto
2 Hours Ago
Picture Frames - texture update
2 Hours Ago
Bugfix: OcclusionGroupTests - fix TestVisibilityAfterMovementAway(oldLogic, Dead) tests Updating subs when in limbo unsubs you from limbo group (funky, but legal). Old logic ends up with empty groups (okay for it), but new logic ends up with an invalid occl group Tests: ran unit tests, 4 failures left
2 Hours Ago
Bugfix: OcclusionGroupTests - fix TestVisibilityAfterMovementAway(*, OutsideCell) tests - Handle the fact that new occlusion group logic eagerly cleans up occlusion groups when moving out of range, even before subscription tick - Fix invalid assertion for old logic when p2 moves, before subscription tick Tests: ran tests, now 8 failing (all related to Dead players)
3 Hours Ago
Tests: OcclusionGroupTests - add TestVisibilityAfterMovementAway tests (32) Tests: ran new unit tests, 14 fail
3 Hours Ago
hooked up workshop source to sks skinnable
3 Hours Ago
added night ambience sounds to the deep sea islands
3 Hours Ago
fixed paintable reference on XL lightup frame referencing the whole prefab not just the lod0
3 Hours Ago
sks obj files
3 Hours Ago
Easel fix, small and medium ornate frame fix
3 Hours Ago
Tests: OcclusionGroupTests - Visibility tests now update network groups and update subscriptions This validates that subscription mechanism works on a basic level Tests: all 42 unit tests pass
3 Hours Ago
SKS skinnable , still need to set up workshop source
3 Hours Ago
Boat ai will now only drive the boat to 90% of its max speed, this allows players to be able to go slightly faster than them and get away (setup with a convar as well)
4 Hours Ago
Merge from artist_pack_dlc_old/paintball_overalls
4 Hours Ago
Bugfix: OcclusionGroupTests - use AreEquivalent instead of AreEqual when comparing occlusion groups Old logic and new logic end up with differently ordered occlusion groups - but in real world we don't care about order Tests: all 42 unit tests pass
4 Hours Ago
merge from fixed artist_pack_dlc_2 branch to newly constructed artist_pack_dlc
4 Hours Ago
merge from fixed ornate frames branch
4 Hours Ago
Fixed Cherry-picked branch
4 Hours Ago
4 Hours Ago
Bugfix: Eagerly initialize occlusion groups when player spawns When player's network group switches on spawn, it's treated as a bot, so doesn't create an occlusion group, but it might be awhile till next group switch, so player might have uninitialized occlusion group for a bit. Tests: unit tests - 42/45 pass
4 Hours Ago
Merge from naval_update
4 Hours Ago
Merge from main
4 Hours Ago
boat_ai_patrol_aggression_fix -> main
4 Hours Ago
Think time 10 seconds -> 5 seconds
4 Hours Ago
boat_ai_patrol_aggression_fix -> main
4 Hours Ago
Fix boat ai getting stuck patrolling oil rig and not actually engaging a player driving up
4 Hours Ago
Fix client compile error
5 Hours Ago
Optimisation for EnvironmentManager.Check - No longer converts the physics overlap collider buffer to a list - Returns true as soon as a valid environment volume collider is found rather than always iterating through all colliders
5 Hours Ago
Bugfix: OcclusionGroupTests - handle dead players in limbo All TestVisibility* tests pass for old logic Tests: ran unit tests
5 Hours Ago
Commit progress on mission "can accept" improvements - Split up work between client and server. Server checks if missions are valid, this result is the same for all players and does not need to be regenerated at the request of each player. Clients use this result + checking themselves if they could accept this mission for things like mission provider map marker visibility. - Removed "relative to" position generator type "player" as this no longer works for generating positions in a player agnostic way before missions have been accepted. Replaced each case where this was used in mission position generators, all missions should still be functional as before using alternative position types. - Modify blocked points so that they work properly with positions being generated in advance of missions being accepted. - Misc minor mission related optimisations. TLDR: Restoring mission provider map marker functionality whilst also fixing problems of these being misleading due to discrepancies between the client and server for if missions can be accepted.
5 Hours Ago
Fixes for battery hunt mission