250,310 Commits over 3,959 Days - 2.63cph!
missing Intersects2D function
Fixed Entity:RemoveAllDecals not working on players serverside
Update: Adding Camera-related tests to CompanionServerTests.cs
This adds 3 more (total 13, 6 to go). These tests don't setup an environment to validate the full flow, but they do prove that request handling is correct.
Tests: ran all tests multipel times - they pass.
exported edited DPV anims and created ascend/descend anims
Add filtering and sort options to upload wizard
https://files.facepunch.com/tony/1b3111b1/sbox-dev_QolpF2YDXn.png
Adding sunburn page to the DLC tab
Spotlight Refresh, New mesh, materials, textures, LODs and collision. Updated existing prefabs.
Eroded plaster tests on jungle ruins. Removed obsolete textures.
Add voice transmitter to network stress scene
Fix NRE for non-english layouts
Branch for experimenting and fucking around with networking w/ diagnostics
Update: Adding Clat-related tests to CompanionServerTests
This adds 4 mote tests. Added test-related funcitonality to ClanManager to init/deinit.
Tests: ran new unit tests individually, together with rest, multiple times - all pass.
test cases for gjk distance - covers most edge cases from different features (vertex/edge/face)
Move scene shortcuts back to static class now that they work properly (ty sol)
T1 SMG
viewmodel
world model -> LODs
textures and materials
basic/initial prefab setup
fixed mistake in SquareDistance
Add TargetOverride to ShortcutAttribute so you can target a certain widget type from another class. Useful for tools/extension classes.
Make Grid Shortcuts to type Window. Make mesh editor binds target SceneViewportWidget so the binds only register when focusing the scene viewport AND when in the correct tool.
Generate tiles in chunks to avoid potentialyl running out of memory on massive maps
Mount assembly filesystem here too
Replaced OBB Distance and Intersection functions with accuracte implementations
- GJK for distance functions, cheaper SAT for intersection
- square distance function is also replaced, but it still has to run the GJK algorithm so the savings on it are marginal
memset LightIndexMapping so it doesn't contain junk
Only if static shortcut actions have no widget target, fallback to window and exclude from swallowing behavior
Only fire global input handlers once at app-level
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Mount assemblies from downloaded packages
Nicked - WIP art pass for Refinery map
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Make net_debug work in game
Added EditorShortcuts.IsDown. Added binds for scene movement (W,A,S,D,Q,E) so they can be rebound in the editor.
Made F3 Shortcut type Window instead of Application.
Fixed W,E,R binds not working for object tool being set automatically
split unique environment spawn components into categories for finer filtering
added ue_oasis_a unity scene
Update: Adding Team related tests to CompanionServerTests
This adds 4 new tests. Expanded RelationshipManager access for testing, also allowing skipping of sending updates on team changes (as it makes tracking responses harder). Lastly, removed an extra update send for player joining a team as it was already sent in MarkDirty.
Tests: ran new unit tests repeatedly, they pass
Set ObjectEditorTool alias back to "object". Resolves Facepunch/sbox-issues#6040
Init API earlier
Init API in unit tests
Fix m700 viewmodel rendering its shadow
Filter out bad quality packages
ranged sight initial push, cleanup of unused textures on holo sight
Move static Shortcuts that were on static class to the scene viewport (so you need to have it in focus)
Fixed error if you die while defusing the bomb
Make F5 and F6 editor binds window-exclusive instead of application-wide
Force F1-F12 shortcuts to invoke properly when focused on Game tab.
Moss blending on jungle walls
Updated Topology Not settings for hill cliffs
Bugfix: RelationshipManager.PlayerTeam implements IPooled
My new batch of tests revealed that PlayerTeam wasn't properly cleaned up when returned to the pool, causing test failures on repeated runs(teams still had members in them after disbanding).
Tests: ran new tests (submitted in next CL), they pass
Fix navmesh not generating properly with mesh colliders