135,035 Commits over 4,293 Days - 1.31cph!

8 Minutes Ago
Merge from artist_pack_dlc_old/paintball_overalls
18 Minutes 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
28 Minutes Ago
merge from fixed artist_pack_dlc_2 branch to newly constructed artist_pack_dlc
31 Minutes Ago
merge from fixed ornate frames branch
32 Minutes Ago
Fixed Cherry-picked branch
42 Minutes Ago
43 Minutes 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
44 Minutes Ago
Merge from naval_update
48 Minutes Ago
47 Minutes Ago
Merge from main
58 Minutes Ago
boat_ai_patrol_aggression_fix -> main
58 Minutes Ago
Think time 10 seconds -> 5 seconds
1 Hour Ago
boat_ai_patrol_aggression_fix -> main
1 Hour Ago
Fix boat ai getting stuck patrolling oil rig and not actually engaging a player driving up
1 Hour Ago
Fix client compile error
1 Hour 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
1 Hour Ago
Bugfix: OcclusionGroupTests - handle dead players in limbo All TestVisibility* tests pass for old logic Tests: ran unit tests
1 Hour 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.
1 Hour Ago
Fixes for battery hunt mission
1 Hour Ago
Fix new scientists not playing static sound effect on death
1 Hour 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
1 Hour Ago
Fix new Scientist using wrong headshots sounds
1 Hour Ago
Prevent another "Look rotation viewing vector is zero" error
1 Hour 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
1 Hour 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
1 Hour Ago
merge from main
1 Hour Ago
added wip LNY26 items, set up skin assets with temporary descriptions and names, based off of existing items, updated manifest and engine.json
2 Hours 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
2 Hours Ago
improved 3p paintballgun reload anim
3 Hours Ago
wood box icon updated, prefab updated, added panel title, updated localization
3 Hours Ago
uv fix for bbq proper rotation for bbq fbx and prefab
3 Hours Ago
wood box game textures & material
4 Hours Ago
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
4 Hours Ago
removed hand fidgeting from vm paintball gun idle animation
4 Hours Ago
Bugfix: OcclusionGroupTests - correct expectations of visibility Tests: ran unit tests, more pass, but still mostly borked
4 Hours Ago
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.
4 Hours Ago
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)
4 Hours Ago
Updating paddle anims to loop
5 Hours Ago
Fixing sit shooting poses with incorrect settings
5 Hours Ago
Picture frames - fixed scrap frame materials and updated paintable textures
5 Hours Ago
Merge from naval_update
5 Hours Ago
Switched server to custom build 2022.3.41x1
5 Hours Ago
Final'ish, sans shore fog code fix.
6 Hours Ago
Merge from main
6 Hours Ago
Merge from naval_update
6 Hours Ago
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”.