135,079 Commits over 4,293 Days - 1.31cph!

Today
Bugfix: Eagerly initialize occlusion groups when player spawns When player's network group switches on spawn, it's treated as a bot, so doesn't create an occlusion group, but it might be awhile till next group switch, so player might have uninitialized occlusion group for a bit. Tests: unit tests - 42/45 pass
Merge from naval_update
Merge from main
boat_ai_patrol_aggression_fix -> main
Think time 10 seconds -> 5 seconds
boat_ai_patrol_aggression_fix -> main
Fix boat ai getting stuck patrolling oil rig and not actually engaging a player driving up
Fix client compile error
Optimisation for EnvironmentManager.Check - No longer converts the physics overlap collider buffer to a list - Returns true as soon as a valid environment volume collider is found rather than always iterating through all colliders
Today
Bugfix: OcclusionGroupTests - handle dead players in limbo All TestVisibility* tests pass for old logic Tests: ran unit tests
Commit progress on mission "can accept" improvements - Split up work between client and server. Server checks if missions are valid, this result is the same for all players and does not need to be regenerated at the request of each player. Clients use this result + checking themselves if they could accept this mission for things like mission provider map marker visibility. - Removed "relative to" position generator type "player" as this no longer works for generating positions in a player agnostic way before missions have been accepted. Replaced each case where this was used in mission position generators, all missions should still be functional as before using alternative position types. - Modify blocked points so that they work properly with positions being generated in advance of missions being accepted. - Misc minor mission related optimisations. TLDR: Restoring mission provider map marker functionality whilst also fixing problems of these being misleading due to discrepancies between the client and server for if missions can be accepted.
Fixes for battery hunt mission
Today
Fix new scientists not playing static sound effect on death
Today
Bugfix: OcclusionGroupTests - use RespawnAt to be put in the right position for RespawnFromDead players This makes 3 unit tests pass Tests: ran unit tests
Today
Fix new Scientist using wrong headshots sounds
Today
Prevent another "Look rotation viewing vector is zero" error
Today
Fix scientist visual aiming being a bit offset, reduce snapping in aim/legs, has the side effect or currently removing the bend forward when sprinting
Today
Bugfix: PlayerInventory - make GiveDefaultItems safe, report errors instead of NREing - GameManager.InUnitTest is now available outside of UNITY_EDITOR as always-false const Tests: more unit tests related to RespawnFromDead pass
Today
merge from main
Today
added wip LNY26 items, set up skin assets with temporary descriptions and names, based off of existing items, updated manifest and engine.json
Today
Update: OcclusionGroupTests - introduce another player spawn state, RespawnFromDead - setup default itemList for ItemManager when running unit tests, as it's assumed to always be there Another assumption that I had proved wrong - when players are spawned, they can stay dead (for example, game mode can prohibit spawning for a time) Tests: ran unit tests, more borkage
Today
improved 3p paintballgun reload anim
Today
wood box icon updated, prefab updated, added panel title, updated localization
Today
uv fix for bbq proper rotation for bbq fbx and prefab
Today
wood box game textures & material
Today
Bugfix: OcclusionGroupTests - setup valid world bounds for unit tests - added netgroup visibility precondition testing, if that fails, then the test setup is wrong Empty bounds were causing group layers to sometimes become TutorialIsland, which break visibility Tests: ran unit tests, more pass
Today
removed hand fidgeting from vm paintball gun idle animation
Today
Bugfix: OcclusionGroupTests - correct expectations of visibility Tests: ran unit tests, more pass, but still mostly borked
Today
Reworked Tropical1 island so that its seabed no longer sits deeper than the other islands. No longer clips through the base plane, with under-world foliage looking all hacky and bad.
Today
Tests: OcclusionGroupTests - add players that spawn as sleepers or dead I assumed newly connected players always spawn as sleepers, but that's wrong - could explain an active NRE. Tests: ran unit tests (most still borked)
Today
Updating paddle anims to loop
Today
Fixing sit shooting poses with incorrect settings
Today
Picture frames - fixed scrap frame materials and updated paintable textures
Today
Merge from naval_update
Today
Switched server to custom build 2022.3.41x1
Today
Final'ish, sans shore fog code fix.
Today
Merge from main
Today
Merge from naval_update
Today
created paintball gun 3p jog and run anims and assigned to holdtype controller
Today
Salvaged Cleaver weapon refresh animation polish pass
Today
merge from indirect_instancing
Today
* Tuned execution order to avoid waiting for jobs the main thread. * Split TransformApplyJob into TransformGatherJob that only extracts matrices to reduce any locks we might place on transform data. * Added a ton more instrumentation to the CrudeProfiler to get more live information about Indirect Instancing, Debug Draw and also some global timings. * Made certain expensive debug features toggleable. * The debug overlay can now render “µ”.
Today
Icon manifest updated, localization updated
Today
scrap box adjusted box script type to display, added panel title, attached anchors
Today
metal box added icon file, added panel title, added icon component to prefab, updated item file
Today
explosives box adjusted box script type to display, added panel title, reverted protection to original values, attached anchors
Today
scrapframe XL and XXL, gibs, lods, paintable setup, hooked up new material
Today
Merge from main