134,975 Commits over 4,293 Days - 1.31cph!

26 Days Ago
Militar Holosight refresh - Mesh and textures
26 Days Ago
Stopped the event overriding the newer session ID and redefined the older key to as a server session ID.
26 Days Ago
Update: adding a TODO to enable minor logic caching Tests: none, trivial change
26 Days Ago
Merge: from main
26 Days Ago
Merge: from triggerparentdelayedexit_optim - Bugfix: added missing check in tickmode 1 - Bugfix: fixed TriggerParentDelayedExit cleanup logic disabling it's effects - New: paste_line command Tests: built a wonky ship with tickmode 1, jumped over it's gaps
26 Days Ago
Update: TriggerParentDelayedExit cleanup logic only runs when trigger is disabled We always ran cleanup when OnEmpty got invoked, even if decided to delay the exit, which disabled delay functionality Tests: built a wonky ship and jumped around gaps - parenting was in effect long enough
26 Days Ago
merge from adventcalendar_effect_fix
26 Days Ago
Fixed another plane in the same effect
26 Days Ago
Added gibs for scrap box
26 Days Ago
merge from adventcalendar_effect_fix
26 Days Ago
Fixed open_advent fx collision plane layer, clients were able to walk on it, causing flyhack kicks
26 Days Ago
Added detail panel, can select tests to read their description and result message
26 Days Ago
Bugfix: TickMode 1 - add missing overrideOtherTriggers check Tests: none, trivial change
26 Days Ago
Ensure a turned off turret won't try to predict movement on the clientside
26 Days Ago
Run rotate at 10hz rather than 20hz. Run send aim direction at 10hz rather than 20hz. Run look for targets at 5hz rather than 10hz.
26 Days Ago
Update: remove dead vars and cache == null check Tests: none, trivial change
26 Days Ago
fbx update salvaged hammer
26 Days Ago
Salvaged Hammer Refresh models and textures
26 Days Ago
Fix FreeImage format IDs
26 Days Ago
Apply changes to CopyBoneMatrix from x86-64 Fix FreeImage format IDs
26 Days Ago
Update: add paste_line <name> [count = 1] [offset = 1] - will spawn the clipboard in a line using player's facing with offset-sized spacing - also if pasting players, make sure they run their ForceTriggerUpdate - codegen Tests: spawned a 100 boats in a line
26 Days Ago
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26 Days Ago
Test key caching
27 Days Ago
Cache all the data instead of parsing everything in OnGUI Some cleanup
27 Days Ago
Rejigged exlosives box prefab (non-variant, split off matrix displays). Reran manifest.
27 Days Ago
Test runner window automatically loads the last results after a test suite has finished
27 Days Ago
Merge: from main
27 Days Ago
Can run tests from the window
27 Days Ago
Fixed negative scale warning on cannon gibs
27 Days Ago
Remade scrap box prefab so not prefab variant. Renamed prefab to remove "wooden". Added scrap box LODs. Adjusted metal/gloss levels on scrap box. Updated manifest and localisation.
27 Days Ago
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27 Days Ago
merge from indirect_instancing
27 Days Ago
Keep Indirect Instancing disabled by default (until rare wrong object bug is fixed)
27 Days Ago
rebase on main
27 Days Ago
* Improve job scheduling to make leaving the job phase more robust through loading screens * Fix NRE when trying to remove instances before Indirect Instancing was initialised
27 Days Ago
Add vertex density slider for terrain detail Fix grid position alignment issues with some cell sizes Editor recreates terrain buffers on inspector changes
27 Days Ago
main -> autoturret_improvements
27 Days Ago
Revert 140177 - needs more investigation
27 Days Ago
Remove unused field
27 Days Ago
boat_ai_boxing_fix -> main
27 Days Ago
BoatAIInstruction uses nullables to get around the 1 allocation per queue add (thanks Daniel!)
27 Days Ago
main -> boat_ai_boxing_fix
27 Days Ago
notification_custom_link_support -> main
27 Days Ago
Allow external/internal arguments to be passed
27 Days Ago
Merge from naval_update
27 Days Ago
Fixed tutorial islands getting the wrong ID when loading a save
27 Days Ago
First pass of test runner editor window, still wip
27 Days Ago
Can now create notifications with custom links
27 Days Ago
Fix player collider not being the right size when waking up for a frame, caused incorrect triggers to be picked up by ForceUpdateTriggers This resulted in the player being affected by the TriggerPlayerForce attached to boat blocks when waking up, which happens when entering/exiting the deep sea
27 Days Ago
Merge from boat_water_fx_optim