reporust_rebootcancel

138,639 Commits over 4,352 Days - 1.33cph!

2 Months Ago
Reinstate GetDeployAndEditPositionRotation checks. Temp disable parent boat chceck for finish editing.
2 Months Ago
Fixed minor zfighting in stone component box and fixed slightly offset origin, refactored explosives component box FBX to separate out glass
2 Months Ago
Applying all my recent shelved work.
2 Months Ago
Merge from naval_update
2 Months Ago
param changes to stone component box corpse, reran manifest
2 Months Ago
merge from naval_update
2 Months Ago
Prevent storage adaptor placement on boats
2 Months Ago
Updated performance logging to include the new shadow quality preset ConVar
2 Months Ago
stone box gibs corpse WIP
2 Months Ago
export update moving camera to origin
2 Months Ago
Merging main to build_cache_redirect
2 Months Ago
ore box prefab adjusted
2 Months Ago
ore box added corpse, split off matrix, lod adjustments, model adjustments
2 Months Ago
food box prefab tweaks for socket
2 Months Ago
Update ignore list to include new boxes
2 Months Ago
Merge from storage_adaptor_box_collisions
2 Months Ago
Merge from main
2 Months 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
2 Months Ago
Icon commit pt 2
2 Months Ago
Icon commit pt 1
2 Months 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)
2 Months 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
2 Months Ago
Merge from main
2 Months Ago
Merge from naval_update
2 Months Ago
Minor TestRunner refacto
2 Months Ago
Don't turn on all child objects of culling volumes, was only needed to work around an editor bug
2 Months 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
2 Months Ago
Added progress bar, some layout changes TestRunner can return its progress at anytime when running tests
2 Months Ago
Clean: Calrify in a comment what provisions does new logic can guarantee Tests: none, trivial change
2 Months Ago
Merge: from main Tests: none
2 Months Ago
Merge: from useplayertasks_removegroupocludee_nre Tests: unit tests + bunch of manual tests
2 Months 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
2 Months Ago
Fixed NRE when disconnecting from a server while in the deep sea
2 Months 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)
2 Months Ago
2 Months 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