136,005 Commits over 4,293 Days - 1.32cph!

12 Days Ago
Remove unused weapons on boat scientists. This removes the extra server generated weapons (that aren't used), saving us around 144~ unused networked entities across all AI boat scientists. Not fully aware of the full performance impacts of having these (if there were any), but worth removing and we will see
12 Days Ago
Bugfix: OcclusionGroup - prevent unsubbing from own group Can happen when player is dead/in limbo Tests: ran unit tests, fixed TestUpdateSubs(newLogic, dead), but TestVisibilityAfterMovementAway(newLogic, dead, *) still fail, albeit for new reason
12 Days Ago
Tests: OcclusionGroupTests - add simple tests verifying group and sub updates Need them to validate that new logic can unsub from group it's in (which is illegal) Tests: ran new 24 tests, TestUpdateSubs(true, dead) failed as expected
12 Days Ago
boatai_balance_changes -> main
12 Days Ago
wip/tests
12 Days Ago
Refactored to pass a List<Vector3> from the client so we can implement different shapes & fixes without needing server update / mismatch of client & server RPCs
13 Days Ago
If pasting multiple "bases" at once (in a line) add all the entities to a single entry in the paste history so they can be undone in a single step
13 Days Ago
Refactor `paste` and `paste_line` into a single method one the client & server - paste now acts like a repeating paste with count of 1 - pass repeat count inside the RPC proto
13 Days Ago
Picture Frames - texture update
13 Days Ago
Bugfix: OcclusionGroupTests - fix TestVisibilityAfterMovementAway(oldLogic, Dead) tests Updating subs when in limbo unsubs you from limbo group (funky, but legal). Old logic ends up with empty groups (okay for it), but new logic ends up with an invalid occl group Tests: ran unit tests, 4 failures left
13 Days Ago
Bugfix: OcclusionGroupTests - fix TestVisibilityAfterMovementAway(*, OutsideCell) tests - Handle the fact that new occlusion group logic eagerly cleans up occlusion groups when moving out of range, even before subscription tick - Fix invalid assertion for old logic when p2 moves, before subscription tick Tests: ran tests, now 8 failing (all related to Dead players)
13 Days Ago
Tests: OcclusionGroupTests - add TestVisibilityAfterMovementAway tests (32) Tests: ran new unit tests, 14 fail
13 Days Ago
hooked up workshop source to sks skinnable
13 Days Ago
added night ambience sounds to the deep sea islands
13 Days Ago
fixed paintable reference on XL lightup frame referencing the whole prefab not just the lod0
13 Days Ago
sks obj files
13 Days Ago
Easel fix, small and medium ornate frame fix
13 Days Ago
Tests: OcclusionGroupTests - Visibility tests now update network groups and update subscriptions This validates that subscription mechanism works on a basic level Tests: all 42 unit tests pass
13 Days Ago
SKS skinnable , still need to set up workshop source
13 Days Ago
Boat ai will now only drive the boat to 90% of its max speed, this allows players to be able to go slightly faster than them and get away (setup with a convar as well)
13 Days Ago
Merge from artist_pack_dlc_old/paintball_overalls
13 Days Ago
Bugfix: OcclusionGroupTests - use AreEquivalent instead of AreEqual when comparing occlusion groups Old logic and new logic end up with differently ordered occlusion groups - but in real world we don't care about order Tests: all 42 unit tests pass
13 Days Ago
merge from fixed artist_pack_dlc_2 branch to newly constructed artist_pack_dlc
13 Days Ago
merge from fixed ornate frames branch
13 Days Ago
Fixed Cherry-picked branch
13 Days Ago
13 Days Ago
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
13 Days Ago
Merge from naval_update
13 Days Ago
Merge from main
13 Days Ago
boat_ai_patrol_aggression_fix -> main
13 Days Ago
Think time 10 seconds -> 5 seconds
13 Days Ago
boat_ai_patrol_aggression_fix -> main
13 Days Ago
Fix boat ai getting stuck patrolling oil rig and not actually engaging a player driving up
13 Days Ago
Fix client compile error
13 Days Ago
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
13 Days Ago
Bugfix: OcclusionGroupTests - handle dead players in limbo All TestVisibility* tests pass for old logic Tests: ran unit tests
13 Days Ago
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.
13 Days Ago
Fixes for battery hunt mission
13 Days Ago
Fix new scientists not playing static sound effect on death
13 Days Ago
Bugfix: OcclusionGroupTests - use RespawnAt to be put in the right position for RespawnFromDead players This makes 3 unit tests pass Tests: ran unit tests
13 Days Ago
Fix new Scientist using wrong headshots sounds
13 Days Ago
Prevent another "Look rotation viewing vector is zero" error
13 Days Ago
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
13 Days Ago
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
13 Days Ago
merge from main
13 Days Ago
added wip LNY26 items, set up skin assets with temporary descriptions and names, based off of existing items, updated manifest and engine.json
13 Days Ago
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
13 Days Ago
improved 3p paintballgun reload anim