140,046 Commits over 4,505 Days - 1.30cph!

2 Years Ago
missing textures
2 Years Ago
seaweed clump prefabs
2 Years Ago
Fixed the screen turning black after respawning before the end of the death screen fade
2 Years Ago
Update: Avoiding multiple GameObject instatiation in CompanionServerTests There's now one testDummy that can be used as a component storage. This allows to have proper "alive" components. This revealed a couple issues (late database cleanup leading to locks, not fully configured clan participation) which I've fixed. Tests: reran all tests multiple times - all green
2 Years Ago
Probably fix random TrySpawn exception Add masking to EnvironmentFishCritter shader (untested at all)
2 Years Ago
Update: Added Subscription-related tests to CompanionServerTests 2 more down, 2 to go. Tests: ran all tests multiple times - all green
2 Years Ago
Updated stag ragdoll character joint limits
2 Years Ago
Add command to draw navmesh in game
2 Years Ago
Update: Adding EntityInfo related tests to CompanionServerTests.cs 2 down, 4 to go. Tests: ran all unit tests multiple times - all green
2 Years Ago
Fixed Entity:RemoveAllDecals not working on players serverside
2 Years Ago
missing Intersects2D function
2 Years Ago
exported edited DPV anims and created ascend/descend anims
2 Years Ago
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.
2 Years Ago
Adding sunburn page to the DLC tab
2 Years Ago
Jungle concrete textures
2 Years Ago
Spotlight Refresh, New mesh, materials, textures, LODs and collision. Updated existing prefabs.
2 Years Ago
Eroded plaster tests on jungle ruins. Removed obsolete textures.
2 Years Ago
merge from main
2 Years Ago
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.
2 Years Ago
test cases for gjk distance - covers most edge cases from different features (vertex/edge/face)
2 Years Ago
T1 SMG viewmodel world model -> LODs textures and materials basic/initial prefab setup
2 Years Ago
fixed mistake in SquareDistance
2 Years Ago
Generate tiles in chunks to avoid potentialyl running out of memory on massive maps
2 Years Ago
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
2 Years Ago
split unique environment spawn components into categories for finer filtering added ue_oasis_a unity scene
2 Years Ago
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
2 Years Ago
Moss blending on jungle walls
2 Years Ago
weekly skins + scene
2 Years Ago
Fixed crashes with npc_portal_turret_floor Bump .exe versions Updated language files Prevent stack overflows with InvalidateLayout( true ) from PerformLayout Will print a warning when it breaks the loop.
2 Years Ago
Updated Topology Not settings for hill cliffs
2 Years Ago
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
2 Years Ago
Fix navmesh not generating properly with mesh colliders
2 Years Ago
player update. edited crossbow deploy anim to match the viewmodel
2 Years Ago
Use more appropriate collision masks for navmesh geo gathering
2 Years Ago
started plane barnacles
2 Years Ago
Better fail message when trying to place a high wall while moving
2 Years Ago
Cache mesh colliders, replace lists with fpnativelists to avoid an additional copy when marshalling
2 Years Ago
Added the name of the entity blocking a building block upgrade Localized the other missing strings in the hammer pie menu
2 Years Ago
Update: consolidating CompanionServerTests logic Now that patterns are relatively clear we can simplify logic. This'll make adding the remaining 19 tests faster/easier. Tests: ran new tests
2 Years Ago
Multithread filtering triangles out of tile bounds, and transforming the triangles from mesh space to world space
2 Years Ago
tin can alarm gibs new setup with centred pivots and enabled precision, fixed it falling through floor
2 Years Ago
Reworked how we handle broken state, entity is now properly destroyed when a shield is broken rather than just becoming invisible Added debug.breakshield convar
2 Years Ago
Drop the shield when a player dies if it's equipped (like the current held entity) World model Compile fixes
2 Years Ago
Fixed some parts of ADS still working when a shield is equipped
2 Years Ago
Remove shield viewmodel component, set up placeholder animator states and surface logic there instead
2 Years Ago
Added some help text to the gesture picker
2 Years Ago
Include byte[] pooling stats for networking
2 Years Ago
Flush memory pool size every 5 minutes for runtime profiling
2 Years Ago
Reapplied animator changes from RPS branch Fixed player gesture layer not fading out after a one shot gesture
2 Years Ago
Show "Blocked by X" when blocked by a building block Failed SphereCheck and AreaCheck will now show "Not stable enough" by default instead of "Not enough space"