138,333 Commits over 4,324 Days - 1.33cph!

server_browser_ping_removal -> main
Ensure 'Unknown' is also grabbed
Add a help print out if a servers region code is returning UNKNOWN
Return untranslated region if we cant match the region code
- Cleanup datacentre regions - Rename some of them to make them more clear
Today
Cleanup
Today
Added a boat magnet to the static version of the boat building station that pulls in and aligns any player boats within 50m Effect is more pronounced the closer you are to the centre of the station so you can pass by them without being affected but if you stop anywhere near the buoys you'll get pulled in
Today
merge from naval_update/io_boats
Today
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Today
Fix NRE in deep sea manager if no ghost ships are available Fixed water position of static station Added a static boat building station to each tropical island
Today
Fix static boat stations starting in open state
Today
merge from store_fixes_feb
Today
Fixed store cart item width
Today
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Today
merge from deepsea_fixes
Today
Remove deepsea.boat_drift convar, we don't want boat drift in the deep sea (it was false by default)
Today
The deep sea entrance portal position now changes after every deep sea wipe It’s random, never the same twice in a row
Today
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Today
Merge from main
Today
Change the network group layers to use terrain height as a basis instead of planes along the Y axis
Today
Fix potential crash issue with rope rendering Remove the while loop from DModelPanel render * Added surface.GetScissorRect (Faster than surface.GetPanelPaintState) - returns enabled, left, top, right, bottom Merged Pull Requests * weapon_fists sets damage position * Make closedcaptions fonts anti aliased Fix missing font CloseCaption_Small Implement vendor specific shadow depth format test for Intel Allow solid triggers to touch triggers * Allows loose weapons and ammo entities touch remove/teleport triggers, etc. Unhide r_particle_timescale
Yesterday
Refactor of box auth checking to interface with implementation in TCs and boat auth
Yesterday
boxes now register with boats auth for show checks WIP
Yesterday
Optim: replicate TraceRays optims to TraceSpheres/-Unordered TraceSpheres now scales better and earlier than it's serial counterpart: * TraceSphereUnordered vs TraceSpheresUnordered: 128 - 0.57ms vs 0.3ms; 1024 - 5.1ms vs 1.38ms; 8196 - 43ms vs 9.9ms * TraceSphere vs TraceSpheres: 128 - 0.64ms vs 0.44ms; 1024 - 5.6ms vs 2.2ms; 2048 - 11ms vs 4ms Tests: unit tests
Yesterday
Deployable test checking that if placeable on boats, all collider names are in StringPool Finds 10 cases to fix
Yesterday
Bugfix: veeeeery rare out of bounds access when Unity returns invalid hit Tests: none, don't have a unit test for that
Yesterday
Update: GamePhysics.TraceSpheres - add ignore entity support Tests: ran unit tests
Yesterday
Update(tests): add TraceSpheres and TraceSpheresUnordered unit tests - get rid of old TestSpheres test, didn't spawn base entities Tests: ran new unit tests, some are failing as expected
Yesterday
editor_map_creator -> main
Yesterday
- New UI - Fix bugs with snapping scroll views on enable/disable - Remove fold outs for now - New custom procedural map scene - Button to force the map creator to take you to the scene - Labelled a bunch of map components in procedural map
Yesterday
merge from searchlight_worlddirection_fix
Yesterday
Fix searchlight not working correctly on boats
Yesterday
merge from boxes_dlc
Yesterday
glass_mat too
Yesterday
merge from main -> apartment_complex_monument
Yesterday
removed PSD's and saved as TGA, rescaled any 4k textures to 2k, set anything trillinear to billinear
Yesterday
merge from fix_duplicate_ocean_sim_data -> main
Yesterday
Update: expanded GamePhysics.Perf tests with spheres (batched and serial) - Fixed a perf bug of TestTraceRay causing it to do too much sorting - Further refactored & generalized code At 128 spheres, batched and serial seem to cost the same - going to continue moving ray optims across after I add unit tests Tests: ran perf tests, numbers within expectation
Yesterday
merge from main
Yesterday
fix boxes not updating on clear authing
Yesterday
Clean: more refactoring of unit tests in Test.GamePhysics Tests: ran perf tests
Yesterday
Fix trails following cannonballs during reloads and when moving the cannon around.
Yesterday
Fix "navmesh ready" log spam
Yesterday
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Yesterday
Clean: take out perf test measuring code into helper Utils class Tests: ran unit tests