reporust_rebootcancel

138,625 Commits over 4,352 Days - 1.33cph!

60 Days Ago
Update ignore list to include new boxes
60 Days Ago
Merge from storage_adaptor_box_collisions
60 Days Ago
Merge from main
60 Days 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
60 Days Ago
Icon commit pt 2
60 Days Ago
Icon commit pt 1
60 Days 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)
60 Days 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
60 Days Ago
Merge from main
60 Days Ago
Merge from naval_update
60 Days Ago
Minor TestRunner refacto
60 Days Ago
Don't turn on all child objects of culling volumes, was only needed to work around an editor bug
60 Days Ago
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
60 Days Ago
Added progress bar, some layout changes TestRunner can return its progress at anytime when running tests
60 Days Ago
Clean: Calrify in a comment what provisions does new logic can guarantee Tests: none, trivial change
60 Days Ago
Merge: from main Tests: none
60 Days Ago
Merge: from useplayertasks_removegroupocludee_nre Tests: unit tests + bunch of manual tests
60 Days Ago
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
60 Days Ago
Fixed NRE when disconnecting from a server while in the deep sea
60 Days Ago
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)
60 Days Ago
Update manifest
2 Months Ago
Adjusted deep sea vertical bounds to match height of mainland bounds, fixes projectiles getting shot out of the bounds triggering a packet flood kick
2 Months Ago
stopgap water sky reflection until we have the water refl probe in RRP
2 Months Ago
merge from main to fix_manifest_errors
2 Months Ago
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
2 Months Ago
Update: OcclusionGroupTests - added LaggyTeleport test Think I'm done, going to do a bit of manual testing and merge it back Tests: unit tests
2 Months Ago
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
2 Months Ago
- Fix parented players being at odd starting rotations - Enable AI only parenting on: PTBoatDriver PTBoatPassenger Small Boat Passenger RHIB Driver
2 Months Ago
fix occasional single-pixel ocean line in canyons
2 Months Ago
paintable window fixes
2 Months Ago
merge from main
2 Months Ago
current progress for skin blocks parts and material
2 Months Ago
Test list
2 Months Ago
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
2 Months Ago
Update: prep unit tests for lastPlayerVisibility validation Tests: ran unit tests
2 Months Ago
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
2 Months Ago
Reimplement parenting logic
2 Months Ago
merge anim fix to main
2 Months Ago
main -> mountplayersync_ai_bypass
2 Months Ago
add "Affect Occlusion" toggle to detail blend layer, makes blend layer interact with base layer occlusion (lerps it white with the blend weight)
2 Months Ago
Fix edge case with playable graphs already being setup when spawning a player model, immediately set isPlayableSetup rather than next frame.
2 Months Ago
Update: OcclusionGroupTests now check if 2nd player in a test only references itself in the group Tests: ran unit tests
2 Months Ago
Salvaged cleaver animation blend adjustments
2 Months Ago
Added gibs for stone component box
2 Months Ago
Clean: extract a bit of code to handle initialization Tests: ran all unit tests
2 Months Ago
Merge from naval_update
2 Months Ago
Merge from main
2 Months Ago
- Don't process which missions are available for a player if they have an active mission, or if they are talking to an NPC to complete a mission - Request a missions update if the deep sea opens/closes whilst our map is open, not only when the deep sea opens - Other minor fixes
2 Months Ago
Update: rewrite OcclusiongGroups logic to be simpler - updated unit tests with new expectations Each player now has their own occlusion group that they modify as they navigate network grid. OcclusionGroups are driven by network subscription logic. Got couple TODOs and couple unit tests to add, then done Tests: ran unit tests, all passed