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5,891 Commits over 1,584 Days - 0.15cph!

Today
Make remote controlled entities (turrets, drones, cameras) have base occlusion disabled - will enable it for RC entities when we do the push to get rid of the minimum 30m occlusion distance to make it work for anti-ESP, for now lets keep it simple and skip since RC entities are used for <1% of gameplay
Today
merge from base_occlusion -> main
Today
500 extra bases from the server save
Today
- add room.exportpastes <folder> to convert a folder of copy paste files (aka the server save) to the test format base occlusion expects - add support for base occlusion tests to work across multiple directories of test files (so we can keep the test bases organized)
Today
Fix refreshing faces being able to go above 1,000 depth, use a queue instead because initializing a large base can go over the limit
Today
Fix unity toolbar extender ui toolkit causing focus as well on domain reload
Today
Fixed the game window grabbing mouse + keyboard focus when running tests - should only show the window, not grab focus
Today
Improve base splitting - filter out external TCs and small structures so it only exports proper bases
Today
Ridable horse prefab 👀
Today
Add ability to copy paste to import entire saves and output a different copy paste for each base
Today
- fix deployables clipping through doors being hidden when an exterior door closes - fix entity destroy message sometimes being sent before network group switch happens (when repartitioning base)
3 Days Ago
More comments improved
3 Days Ago
Better comments
3 Days Ago
merge from base_occlusion -> main
3 Days Ago
Fix compile error (even though it's editor only it still can mess up editor if it switches realms)
3 Days Ago
merge from base_occlusion -> main
3 Days Ago
Fix formatting of Visibility.cs
3 Days Ago
merge from main -> base_occlusion
3 Days Ago
Fix room export tool not writing to the temp directory in the editor
3 Days Ago
Mark the room exporter (base -> JSON) as editor only - used so we can run tests on bases without having to spawn the entire base (which is slow)
3 Days Ago
Disable TCs from room occlusion - if you hide the TC from the client then you don't know if your authed on the base - re-enable later once we move auth networking out of the TC itself (we could only network to players authed but then we still need to know if a TC is attached to a building)
3 Days Ago
Fix line endings
3 Days Ago
More cleanup
3 Days Ago
Codegen again
3 Days Ago
Codegen
3 Days Ago
Set room occlusion and the admin bypass for it to be saved in editor - avoid us having to keep turning it on & disable the admin bypass every time we enter play mode but keep the feature disabled by default in standalone builds
3 Days Ago
Add support for convars to only be saved in the editor
4 Days Ago
merge from main -> base_occlusion
4 Days Ago
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4 Days Ago
Optimizations - add spatial grid for rooms (just like network grids) so we don't murder performance networking every room within 32m (because we actually testing this large scale now, not craggy) - fix every room being checked on the server instead of only the room that the entity was deleted from
4 Days Ago
Codegen
4 Days Ago
Make sure that disabling room occlusion after enabling it cleans everything up - we want all face definitions to be destroyed after disabling so we can re-initalize everything properly - if initialization fails, only try once instead of getting stuck trying every frame
4 Days Ago
Add base occlusion to runtime profiling so we can monitor how much main thread time it spends on room occlusion per frame
4 Days Ago
Improve the warning if the spatial network grid IDs will overlap the reserved room ids - change the encoding from hardcoded values to constants (confirmed behavior is identical)
4 Days Ago
Make room network group IDs static similar to the other reserved values instead of instance field - first 1024 IDs are for global groups - last 6.5M IDs reserved for base occlusion
4 Days Ago
Cleaned up entity face registeration so only BaseEntity calls RoomOcclusionManager.OnFacesRefreshed(entity) - used to subscribe to both DecayEntity and BuildingBlock so it could work on doors & building blocks - get rid of needing to register all faces explicitly in SaveRestore & copy paste
4 Days Ago
Update doors to only call into base occlusion when their open/closed state is changed (via flags) instead of needing to remember 3x different places it called into base occlusion
4 Days Ago
Cleanup network subscription logic so it all happens in a single place
4 Days Ago
Codegen
5 Days Ago
merge from main -> base_occlusion
5 Days Ago
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5 Days Ago
merge from fix_automated_test_game_view -> main
5 Days Ago
Fix automated test runner not working if the test runner window is open when play mode is entered - caused by WaitForEndOfFrame() in a coroutine stalling until the game renders the next scene - instead of chaing every usage of that in the project (and the side effects it may cause) make the test runner window focus game view
5 Days Ago
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6 Days Ago
merge from fix_recursive_log -> main
6 Days Ago
- fix InvalidOperationException from iterating through connections while closing socket - prevent extra error messages from being logged after a connection is closed as the connection is kicked after any exception
6 Days Ago
Add tests to prove the threaded logging system is still working with the new fix