157,965 Commits over 4,566 Days - 1.44cph!

10 Months Ago
More fixes for potential BSP loading crashes Prevent infinite loops in MapIO * When running over 100 map inputs per frame, continue firing inputs in the next frame. No input events are discarded. A console message is printed if the limit is hit.
10 Months Ago
Tweaked detail panel label styling
10 Months Ago
Fixed run test from json ignoring test parameters
10 Months Ago
Make resetstate remove the player from the advent calendar history
10 Months Ago
Militar Holosight refresh - Mesh and textures
10 Months Ago
Stopped the event overriding the newer session ID and redefined the older key to as a server session ID.
10 Months Ago
Update: adding a TODO to enable minor logic caching Tests: none, trivial change
10 Months Ago
Merge: from main
10 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
10 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
10 Months Ago
merge from adventcalendar_effect_fix
10 Months Ago
Fixed another plane in the same effect
10 Months Ago
Added gibs for scrap box
10 Months Ago
merge from adventcalendar_effect_fix
10 Months Ago
Fixed open_advent fx collision plane layer, clients were able to walk on it, causing flyhack kicks
10 Months Ago
Added detail panel, can select tests to read their description and result message
10 Months Ago
Bugfix: TickMode 1 - add missing overrideOtherTriggers check Tests: none, trivial change
10 Months Ago
Ensure a turned off turret won't try to predict movement on the clientside
10 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.
10 Months Ago
Update: remove dead vars and cache == null check Tests: none, trivial change
10 Months Ago
fbx update salvaged hammer
10 Months Ago
Salvaged Hammer Refresh models and textures
10 Months Ago
Fix FreeImage format IDs
10 Months Ago
Apply changes to CopyBoneMatrix from x86-64 Fix FreeImage format IDs
10 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
10 Months Ago
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10 Months Ago
Test key caching
10 Months Ago
Cache all the data instead of parsing everything in OnGUI Some cleanup
10 Months Ago
Rejigged exlosives box prefab (non-variant, split off matrix displays). Reran manifest.
10 Months Ago
Test runner window automatically loads the last results after a test suite has finished
10 Months Ago
Merge: from main
10 Months Ago
Can run tests from the window
10 Months Ago
Fixed negative scale warning on cannon gibs
10 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.
10 Months Ago
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10 Months Ago
merge from indirect_instancing
10 Months Ago
Keep Indirect Instancing disabled by default (until rare wrong object bug is fixed)
10 Months Ago
rebase on main
10 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
10 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
10 Months Ago
main -> autoturret_improvements
10 Months Ago
Revert 140177 - needs more investigation
10 Months Ago
Remove unused field
10 Months Ago
boat_ai_boxing_fix -> main
10 Months Ago
BoatAIInstruction uses nullables to get around the 1 allocation per queue add (thanks Daniel!)
10 Months Ago
main -> boat_ai_boxing_fix
10 Months Ago
notification_custom_link_support -> main
10 Months Ago
Allow external/internal arguments to be passed
10 Months Ago
Merge from naval_update
10 Months Ago
Fixed tutorial islands getting the wrong ID when loading a save