138,442 Commits over 4,324 Days - 1.33cph!

36 Days Ago
Fix fetch cycle throwing an NRE
36 Days Ago
Added search bar and failed/passed filtering
36 Days Ago
adjusted lod distances on various boxes
36 Days Ago
main -> travelling_vendor_vis_fix
36 Days Ago
mountplayersync_ai_bypass -> main (yolo2)
36 Days Ago
Remove garbage allocations from BaseMission.id property Codegen
36 Days Ago
36 Days Ago
metal box matrix setup, updated icon
36 Days Ago
metal box removing temporary files
36 Days Ago
removed slight finger clipping on vm paintball gun admire animation
36 Days Ago
fixed crazy deploy size on paintable reactive target
36 Days Ago
Compile fix
36 Days Ago
added correct collision for window paintable but still cant see paint
36 Days Ago
latest paintable reactive target lods with power sockets skinned to rig and exported
36 Days Ago
Reinstate GetDeployAndEditPositionRotation checks. Temp disable parent boat chceck for finish editing.
36 Days Ago
Fixed minor zfighting in stone component box and fixed slightly offset origin, refactored explosives component box FBX to separate out glass
36 Days Ago
Applying all my recent shelved work.
36 Days Ago
Merge from naval_update
36 Days Ago
param changes to stone component box corpse, reran manifest
36 Days Ago
merge from naval_update
36 Days Ago
Prevent storage adaptor placement on boats
36 Days Ago
Updated performance logging to include the new shadow quality preset ConVar
36 Days Ago
stone box gibs corpse WIP
36 Days Ago
export update moving camera to origin
36 Days Ago
Merging main to build_cache_redirect
36 Days Ago
ore box prefab adjusted
36 Days Ago
ore box added corpse, split off matrix, lod adjustments, model adjustments
37 Days Ago
food box prefab tweaks for socket
37 Days Ago
Update ignore list to include new boxes
37 Days Ago
Merge from storage_adaptor_box_collisions
37 Days Ago
Merge from main
37 Days Ago
DeployVolume entity group lists now respect the entityMode field Switched the storage adaptor deploy volume collision check to ignore wooden boxes (will still be affected by prevent building check) Converted entity list to a EntityGroup for easier management
37 Days Ago
Icon commit pt 2
37 Days Ago
Icon commit pt 1
37 Days Ago
Added a placeholder charm selector to the skin selector box in the crafting screen Added support for adding arbitrary PropRenderers to the Icon Geneartor manifest (very hacky, needs some cleanup)
37 Days Ago
Convert AccessoryManager into a singleton scriptable object Add a new AccessoryItem class, derives from SteamInventoryItem, basically a skin that points to a charm prefab Convert spawning processes into GameManager so we can use pooling Store a selected charm per item in PlayerPrefs, similar to how we store the selected skin per item
37 Days Ago
Merge from main
37 Days Ago
Merge from naval_update
37 Days Ago
Minor TestRunner refacto
37 Days Ago
Don't turn on all child objects of culling volumes, was only needed to work around an editor bug
37 Days Ago
Merge: from useplayertasks_removegroupocludee_nre - Bugfix for NREs and errors when using -enable-new-server-occlusion-groups - Unit tests to cover parts of old logic and entirety of new logic behavior. 20 tests totaling 255 permutations. Tests: unit tests + 2p on craggy with noclip, teleportation, disconnect, killing sleepers and using OcclusionValidateGroups
37 Days Ago
Added progress bar, some layout changes TestRunner can return its progress at anytime when running tests
37 Days Ago
Clean: Calrify in a comment what provisions does new logic can guarantee Tests: none, trivial change
37 Days Ago
Merge: from main Tests: none
37 Days Ago
Merge: from useplayertasks_removegroupocludee_nre Tests: unit tests + bunch of manual tests
37 Days Ago
Bugfix: OcclusionValidateGroups - fix a false positive by inverting a subscription check Was testing subscriptions from perspective of occlusion group participants, not the owner of the group (and the group tracks what the owner is subbed to) Tests: teleported away then spammed OcclusionValidateGroups - no more "stale participants" messages for a short second
37 Days Ago
Fixed NRE when disconnecting from a server while in the deep sea
37 Days Ago
Bugfix: OcclusionGroup - handle case when player reconnects and reclaims his sleeper - Added unit tests - Reconnect(4), KillSleeper(4), KillSleeperAndReconnect(8) and DieAndRespawn(4) Tests: unit tests + 2p on Craggy with p2 reconnecting near p1. used OcclusionValidateGroups (need a minor fix)
37 Days Ago
Update manifest