136,879 Commits over 4,324 Days - 1.32cph!

1 Year Ago
merge from fix_tech_tree_total_cost
1 Year Ago
Initial attempt at a Drawbridge: - Use Siege Tower Drawbridge 1 - Allow placement in a door frame - Adjust protection volume - Use door guide mesh
1 Year Ago
Added parameter field in TestResultEntry Fixed empty testrunner run command erroring
1 Year Ago
vending_stats_fixes_3 -> main
1 Year Ago
Fix wildly inflated vending stats sold amounts
1 Year Ago
small vehicle editor fix to not spam assert errors when no mount points are set
1 Year Ago
setup basic handcar prefab, able to move on track by just setting a force override convar at the moment manifest gen + codegen
1 Year Ago
blackboard model materials and textures
1 Year Ago
Export test results in the server directory
1 Year Ago
Added cancel command, to cancel the current test run
1 Year Ago
Update: Impllement GamePhysics.HandleIgnoreCollisions as a batch - extended TerrainCollision to support batching - extended WaterColllision to support batching There's still more improvements that can be done (translating into burst jobs and better job-graph building), but currently the goal is to translate more of code into batch form away from singular. Tests: none, it's not hooked up yet - will explore writing unit tests next-ish
1 Year Ago
Split server and client tests correctly into different folders Compile fixes
1 Year Ago
Generate json results after each test run Cleanup
1 Year Ago
moved handcar under trains folder
1 Year Ago
reverting scene changes from merge that look unintentional
1 Year Ago
merge from horse2_fixes/handling
1 Year Ago
merge from handcar
1 Year Ago
Adding procedural option using render primitives indexed indirect for grass blades with calculated vert positions
1 Year Ago
First pass piping update data (similar to IO tool)
1 Year Ago
Created farming inventory loadout Chickens can eat and drink
1 Year Ago
Added server.fillChickenCoop command
1 Year Ago
Hook up sunlight tracking
1 Year Ago
Refactors for future content Added sunlight stat
1 Year Ago
First pass new model setup
1 Year Ago
Merge from main
1 Year Ago
Implement new foliage placement function in RefreshAsync update, adjust refresh distance when using instancing, make debug toggle.
1 Year Ago
Protobuf
1 Year Ago
Merge from parent
1 Year Ago
Unsaved assets
1 Year Ago
Added a slight delay before items start moving
1 Year Ago
Placeholder effects
1 Year Ago
ServerInit. Nicer placement.
1 Year Ago
Movement fixes
1 Year Ago
Fixes
1 Year Ago
Prefab and settings tweaks
1 Year Ago
Pick a random area for each item. Areas can now be offset. Random offset per item.
1 Year Ago
Fixed shield not visually appearing correctly if the player cancels a fractional reload while holding a shield (only affected mini crossbow)
1 Year Ago
Move more stuff to DoPrepare. Some inital runtime stuff.
1 Year Ago
bunkbed added fbx, prefab and setup deployable object
1 Year Ago
Added TestListExporter, exporting all tests to a json file Refactored test runner to read from the master json list Added new commands: run tests from a json file, run all tests from a category
1 Year Ago
Better test result logging in the console Fixed sync tests not throwing caught exceptions
1 Year Ago
Door controller, blocker, branch, AND switch, OR switch tests cleanup
1 Year Ago
Initial prefab setup
1 Year Ago
Offset item positions
1 Year Ago
More debug drawing
1 Year Ago
Some hackweek as fuck wip code/tests
1 Year Ago
Fixed RidableHorse2.VehicleFixedUpdate server NRE
1 Year Ago
Bunch of WorldModel DoPrepare precalculations including largest dimension and collision based bounds. Functions for aligning an object based on largest and 2nd largest dimensions. Can now determine all items in the most "sensible" orientation: largest dimension sideways then 2nd largest upwards. Bunch of supporting code. Test functions to spawn all items with world models in a scene. Debug rendering of bounds and directions.
1 Year Ago
merge from entity_scale -> hackweek_modding_improvements
1 Year Ago
Add support for the server to tell the client what scale to set an entity - pooling already reset scale when entities return to the pool