137,872 Commits over 4,324 Days - 1.33cph!

2 Months Ago
Merge: from main
2 Months 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
2 Months 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
2 Months Ago
merge from adventcalendar_effect_fix
2 Months Ago
Fixed another plane in the same effect
2 Months Ago
Added gibs for scrap box
2 Months Ago
merge from adventcalendar_effect_fix
2 Months Ago
Fixed open_advent fx collision plane layer, clients were able to walk on it, causing flyhack kicks
2 Months Ago
Added detail panel, can select tests to read their description and result message
2 Months Ago
Bugfix: TickMode 1 - add missing overrideOtherTriggers check Tests: none, trivial change
2 Months Ago
Ensure a turned off turret won't try to predict movement on the clientside
2 Months 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.
2 Months Ago
Update: remove dead vars and cache == null check Tests: none, trivial change
2 Months Ago
fbx update salvaged hammer
2 Months Ago
Salvaged Hammer Refresh models and textures
2 Months Ago
Fix FreeImage format IDs
2 Months Ago
Apply changes to CopyBoneMatrix from x86-64 Fix FreeImage format IDs
2 Months 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
2 Months Ago
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2 Months Ago
Test key caching
2 Months Ago
Cache all the data instead of parsing everything in OnGUI Some cleanup
2 Months Ago
Rejigged exlosives box prefab (non-variant, split off matrix displays). Reran manifest.
2 Months Ago
Test runner window automatically loads the last results after a test suite has finished
2 Months Ago
Merge: from main
2 Months Ago
Can run tests from the window
2 Months Ago
Fixed negative scale warning on cannon gibs
2 Months 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.
2 Months Ago
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2 Months Ago
merge from indirect_instancing
2 Months Ago
Keep Indirect Instancing disabled by default (until rare wrong object bug is fixed)
2 Months Ago
rebase on main
2 Months 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
2 Months Ago
Add vertex density slider for terrain detail Fix grid position alignment issues with some cell sizes Editor recreates terrain buffers on inspector changes
2 Months Ago
main -> autoturret_improvements
2 Months Ago
Revert 140177 - needs more investigation
2 Months Ago
Remove unused field
2 Months Ago
boat_ai_boxing_fix -> main
2 Months Ago
BoatAIInstruction uses nullables to get around the 1 allocation per queue add (thanks Daniel!)
2 Months Ago
main -> boat_ai_boxing_fix
2 Months Ago
notification_custom_link_support -> main
2 Months Ago
Allow external/internal arguments to be passed
2 Months Ago
Merge from naval_update
2 Months Ago
Fixed tutorial islands getting the wrong ID when loading a save
2 Months Ago
First pass of test runner editor window, still wip
2 Months Ago
Can now create notifications with custom links
2 Months 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
2 Months Ago
Merge from boat_water_fx_optim
2 Months Ago
Even more fx optimisations, move the blocks into a work queue and support breaking out mid processing if we take too long to avoid queue overruns Also added early returns for disabling fx (so fully occluded blocks are now effectively free) and bypassed the Angle calculation if a block is fully occluded
2 Months Ago
scrap box - initial prefab setup, item created, placeholder icon created, updated localization, updated manifest, updated icon manifest.
2 Months Ago
Collisionmeshdata error fix for Candy Cane, Ball, Present