130,091 Commits over 4,201 Days - 1.29cph!

Today
Moved all test runner convars to DEBUG only
- Save drone accessibility state to the vending machine flags - Recalculate if any physics neighbours change
Today
Update: ISubscriberStrategy.GatherSubscriptions outputs whether it has fully or partially gathered subscriptions - all existing implementations report "full" gathers This feeds into whether we'll stop running UpdateSubscriptions or not. Will use this to throttle-and-prioritize cell streaming to spectators Tests: editor compiles
Today
sound changes on 50cal PT boat guns
Today
including water depth in shallow water velocity scaling
Today
Make sure the shore vector array is not filled with NaN values when water system is null
Today
Actually we can't use ResetStaticFields here, its in a DEBUG define Added the ResetStaticFields method in TestRunner.cs
Today
merge from puzzle_reset_changes -> main
Today
ResetStaticFields on TestRunner
Jump improvements: - Setup ladder triggers around junkpiles to make jump ups easier - Add kinematic rigidbodies to junkpiles (better collision detection) - Boyancy point improvements
Today
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Today
Adding m92 refresh viewmodel rig
Today
Merge from parent
Today
Merge from volume_checks
Today
Merge from volume_checks
Today
Make radiation sphere outer range gizmo yellow so it's a bit more clear which puzzles have radiation at a glance
Today
Add `drawpuzzleresets` convar so you can ddraw the puzzle resets & radiation ranges at runtime - will only show to admins who are inside the reset ranges - will update every 10s, based off puzzle reset code
Today
Remove debug drawing
Today
Setup remaining blocks
Today
Updated folder paths, updated test list
Today
merge from cargoship_cameras
Today
Update network groups of cargo cameras inside the main cargoship movement update Fixes an issue where they stop working after cargo left its original spawn position
Today
Renamed Tests folder to AutomatedTests
Today
Wrapped all the test code in #if DEBUG
Today
DDraw .meta files
Today
Merge: from networkpositiontick_reduce - Optim: buoys, containers, water-junkpiles and vines no longer always replicate their position. Reduces number of NetworkPositionTick invokes from 2309 down to 522 on 4.5k map Tests: interacted with each prefab type, observed up close and from afar
Today
Update: codegen Tests: editor compiles
Today
Merge: from main
Today
Cherrypick DDrawCommand from naval update
Today
merge from main
Today
Loot Panel sorting ui
Today
merge from boat_building
Today
exported updated 3p chainsaw anims, also setup chainsaw entity to use r prop and removed offsets translation/rotations from the lods
Today
merge from naval_update
Today
merge from deepsea_height_data
Today
Bugfix: profile.CountSyncMoveEntities - check if invoke handlers are not instantiated - Also add a total count Tests: used it while swinging from vines
Today
undid temporary boat code, now using heightmap queries regularly
Today
simple deepsea/mainland heightmap query split (5th iteration of it) - currently limited to positional queries, normalized coord queries map directly to mainland data still - also fixed issue with deepsea shorevectors where they weren't being rotated into worldspace properly and still pointed in localspace directions
Today
rebaked tropical scene shore data to include heightmaps
Today
Optim: VineSwingMountable no longer syncs positions by default Should save another 0.7ms Tests: Swung across multiple vines in playground_vineswinging, descended on one to ground
Today
Fix exec command attributes, add `bot.exec_command_all` to execute commands on all bots.
Today
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Today
Add `bot.exec_command` and `bot.exec_command_sphere` to execute commands on bots.
Today
Knight Armour vest and pants repose.
Today
More setup and experimenting.
Today
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Yesterday
Fixed FindPrefabPathsByLabel returning assets that contained the target label ("BaseVehicle" was returning assets with "BaseVehicleSeat" for example)
Yesterday
correcting for height data normalization, denormalize with baked info and renormalize to current world size on application - lets us be consistent with how we interpret height data betweek deepsea and mainland
Yesterday
Missed some floating walkway commits
Yesterday
Fixed glass mesh layer (transparent > world)