135,168 Commits over 4,293 Days - 1.31cph!

18 Minutes Ago
fixed scrap XXL and XL, lightup XL guide meshes missing, tweaked collision surface types on all frames to be realistic
37 Minutes Ago
disabled off repair on frames
42 Minutes Ago
Fix burst compile error
50 Minutes Ago
Fix NRE in Construction.DoPrepare() when allSockets is null
53 Minutes Ago
tweaked deploy on paintable reactive target and fixed offset paintable collision on ornate frame xxl
58 Minutes Ago
Start by updating the manifest
1 Hour Ago
merge back buoyancy_improvements. shared static buffer size changed - pulling this changeset requires an editor restart.
1 Hour Ago
Add readonly container for ocean simulation data to make parallel use a bit more sane, it was previously just disabling all read/write restictions.
1 Hour Ago
Fix native grid not having a non unique add method like the managed version.
1 Hour Ago
Fix performance degradation over time in buoyancy batching from growing point arrays, this basically prevented buoyancy from sleeping. Sub array all buffers to let them shrink back down.
1 Hour Ago
resized a lot of frame textures, removed unused ones, added plugs to all scrap frames
1 Hour Ago
Deleted floating props from Floating City 4, ran S2P
2 Hours Ago
Requests for what missions are valid on the server are now run on a work queue
3 Hours Ago
Fix "Couldn't create player_connect event" appearing on success Apply some NPE checks to render data cache Fix player model eyes pointing elsewhere when singleplayer is paused Minor cleanup Added vec = game.GetWindSpeed( vec pos = nil ) * Optional arg that takes into account wind controllers with radius above -1 * Without arg = only use the global controller (if one exists) * position argument unfortunately will not do anything on client yet because the env_wind position is never networked to the clients * Function is shared
3 Hours Ago
Tests: OcclusionGroupTests - TestNew_MoveOther (8) Simulates other players going through observer's network range. Have a separate CL that makes this test pass, but not sure I like the final result - will try to rewrite it all through a different approach to be simpler. Tests: ran unit tests, they fail without extra changes
3 Hours Ago
frame Y values on shutter again
4 Hours Ago
painting reactive target IO handles, updated manifest
4 Hours Ago
lightup frame correct IO placements
4 Hours Ago
mortar blockout + mortar ammunition
4 Hours Ago
scrapframe shutter V values
4 Hours Ago
More commands: playerboat.kill_all_above_block_count - kills all boats above specified block count playerboat.print_stats - prints the block count and other child count of all boats
5 Hours Ago
Add menu option to toggle shutter of shutter frames (IO takes priority)
5 Hours Ago
added params for default tiling and offset for shutters
5 Hours Ago
correct Y offset values for shutter frames
5 Hours Ago
lightup frame scripts integration
5 Hours Ago
Add menu item to cache placement snap directions. Realm remove transforms from blocks.
6 Hours Ago
fix inventory of scrap frames
6 Hours Ago
set goldframe large slots back to 1
6 Hours Ago
Initial script integration for shutter frames, without proper UV offset values, remove debug log from baseentity
Today
Clean: dead code removal Tests: none, trivial change
Today
Bugfix: OcclusionGroup - handle sleeper edge cases - when player disconnects, clean itself up from non-local occlusion groups - when sleeper moves, unsubscribe from occlusion groups go out of range or don't have a local player Tests: unit tests, all pass (yay)
- New scientist setup for both boats - Increased turret max attack distance 75 -> 125 - Cleanup
Today
scrapmirror large mirror made hidden again (unused), tweaked shutter V value so its a bit higher so it doesnt obscure painting
RHIB Scientists now use LR300s - not MP5s
Seperate out rhib ai driver and pt boat ai driver into seperate prefabs so each can be loaded properly This fixes the loaded version of boat ai having worse stats than the regular fresh spawned version
RHIB Scientists can attack players at a way higher range 30 -> 70
Today
added alex's stretching fixes to ornate and lightup standing mirrors, fixed label text on ornate standing clipping
- Fix some issues with position generators and exclusive mission points - Fix issues relating to player state missions data and resetting player state
Today
Picture frames - fixed text box clipping with mesh on medium ornate frame
main -> boatai_balancing_changes
tanky_ai_load_fix
Ensure loaded scientist boats use the rhib scientists, not the oilrig scientists Remove clear target log
Today
adding more gesture anims for v4 update
Today
Update: OcclusionGroupTests - clear global Occludees hashset on every test start old logic leaks were polluting tests, making it more annoying to validate unit tests Tests: ran unit tests
Today
Bugfix: OcclusionGroups - new logic will cleanup non-local groups from itself if there's no connected player there This fixes how 2 sleepers interact with each other, and lets us reduce the size of groups overall Tests: ran unit tests, 4/226 fail
Today
Picture frames - fixed stretched textures in paintable area of standing frames, updated variants with photo capability
Today
Tests: OcclusionGroupTests - add validation that all groups have been cleaned up at the end of the test - some old logic based tests are failing this, so plugged it with a warning Tests: ran all unit tests, 8/226 fails
Today
meds box art
Today
IOEnt fixes, fix lightup frame flag issue, add visibility var for simplelights to pass through parent entity
Today
Tests: OcclusionGroupTest - disable assertions for known issues with old logic tests - Emitting "Skipping Assert for a known bug!" warnings for those instead Old occlusion grouping logic does not support moving sleepers at all. Also, seems to be failing to clean-up global occlusion groups tracking properly. Tests: ran all unit tests, 8/226 fail (only new logic that I've yet to fix)