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1,501 Commits over 669 Days - 0.09cph!

46 Minutes Ago
compile fix - missing debug ifdef around test fixture
49 Minutes Ago
rebalance PlayerBoat drag-by-angle, more pronounced differences with shape (more impactful on larger boats)
50 Minutes Ago
merge from automated_testing_ocean
3 Hours Ago
more info in drag table test
4 Hours Ago
merge from main
5 Hours Ago
merge from main
Today
finally made drag-by-angle genuinely consistent at varying angle for all boat shapes and sizes - increased hull triangle bounds slightly to properly fit it - handling non-square hull block bouds when getting bounds of hull for defining raycast planes - increased number of hits per-raycast to handle large bounds, would return incorrect hits in some cases due to unity things
Today
moved ScopedOcean from TestFixture->RustTestFixture
Today
fixed playerboat test fixture SetUp not calling base.SetUp and nuking the GlobalNetworkHandler in teardown
Yesterday
removed old test fixture api usage
Yesterday
merge from playerboat_tests
Yesterday
merge from main
Yesterday
replaced missed topology usage
Yesterday
replace topology query in road terrain modification with type query
Yesterday
better entry/exit spawning, road positions snap onto mesh (should really be baked into the prefab) - no middle segment spawning - need to do more work on defining bridge points and adjusting paths to align better
Yesterday
super wip bridge entry segment spawning, just testing high level approach and prefab setup
2 Days Ago
merge from main
3 Days Ago
brought length relaxation back up to 1, mistakenly tweaked and caused small clipping
3 Days Ago
initial BC pass - revert per-prefab overrides on BC controller, all modifications done on base prefab - controller setup for low iteration count with low root motion strength
3 Days Ago
codegen
3 Days Ago
merge from main
8 Days Ago
merge from wakeaiz_optim
8 Days Ago
added additional filter to Any grid query, lets you set an ignore filter for contents that you never care about and can consider the region "empty" for - as well as the usual filter based on gameplay spec (finer distance, player state, etc.) - lets us sleep the WakeAIZ properly while still allowing early-exit on the first found filter-matching player
8 Days Ago
corrected empty grid logic
8 Days Ago
switch to AnyPlayersInSphereFast to inline non-npc + trigger volume checks against players, avoids gathering all players in a huge region to then get a passing check on the 1st one, still provides information on whether the grid regions checked were all empty to allow the trigger to stop ticking
8 Days Ago
additional boat types, missing files
15 Days Ago
DDraw.Arrow passes distanceFade and zTest params to the Line() call correctly (was just repsected by the arrow head)
15 Days Ago
basis for bridge generation, just finding bridge segments on road paths and breaking down into entry/middle/exit sections
15 Days Ago
made ProceduralMapRoadSimple usabel
15 Days Ago
storing "point types" in PathInterpolator to let per-usecase definitions of types along path points - initially only having circular road ring define some path types for BridgeExitEntry and BridgeSegment to have it sit above water instead of bringing terrain up to it
16 Days Ago
added a bunch more boat layouts for testing
16 Days Ago
basis of test to print table of front-on drag of a set of different copypaste boats, going to be used for retuning drag-by-angle values
16 Days Ago
16 Days Ago
drag consistency fix - track generated rays on each drag projection plane, in some situations it could result in generating an extra ray and alter drag values - all tests now passing
16 Days Ago
added test case to retest specific known-failing drag consistency tests - adjust TestFixture to allow it to run non-public test methods so my dodgy BoatRotFailSetup test parameter struct doesn't need to be public
16 Days Ago
merge from parent
16 Days Ago
merge from main
17 Days Ago
client compile fix
17 Days Ago
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17 Days Ago
handling direct transition between different parent entities properly, the coordinate system changes so it needs to reset tracking, also removed some bad state resets - added convar to broadcast ddraw information on dropped item clip checks and collider state to _all_ players (help info makes it clear)
17 Days Ago
merge from main
18 Days Ago
removed CLIENT preprocessor requirement from TestRunner window/pipeline
18 Days Ago
rewrote paste test to monitor linear/angular velocity instead - locked playerboat tests behind just Server define, too many listen-server issues to reliably test it in combined
18 Days Ago
added test to see if pasted boats are positionally stable to check assumption of other tests (they aren't)
18 Days Ago
18 Days Ago
added simple drag-by-angle consistency tests - replaced galleon copypaste data with square/rectangle/triangle simple boat shapes
18 Days Ago
testlist export
18 Days Ago
basic test that boat can be pasted and is floating in water
18 Days Ago
merge from main
21 Days Ago
refactored to ScopedOcean to setup fixture-scoped flat ocean