111,294 Commits over 3,928 Days - 1.18cph!
added underwater mask to crittermovementshader
Sends raknet stats per connection (including throttling) to runtime profiling every 1 second
- iterates through 30 connections per frame but waits for up to 1 second to start looping again
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Fixed the screen turning black after respawning before the end of the death screen fade
Update: Avoiding multiple GameObject instatiation in CompanionServerTests
There's now one testDummy that can be used as a component storage. This allows to have proper "alive" components. This revealed a couple issues (late database cleanup leading to locks, not fully configured clan participation) which I've fixed.
Tests: reran all tests multiple times - all green
Probably fix random TrySpawn exception
Add masking to EnvironmentFishCritter shader (untested at all)
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Update: Added Subscription-related tests to CompanionServerTests
2 more down, 2 to go.
Tests: ran all tests multiple times - all green
Updated stag ragdoll character joint limits
Add command to draw navmesh in game
Update: Adding EntityInfo related tests to CompanionServerTests.cs
2 down, 4 to go.
Tests: ran all unit tests multiple times - all green
missing Intersects2D function
Update: Adding Camera-related tests to CompanionServerTests.cs
This adds 3 more (total 13, 6 to go). These tests don't setup an environment to validate the full flow, but they do prove that request handling is correct.
Tests: ran all tests multipel times - they pass.
exported edited DPV anims and created ascend/descend anims
Adding sunburn page to the DLC tab
Spotlight Refresh, New mesh, materials, textures, LODs and collision. Updated existing prefabs.
Eroded plaster tests on jungle ruins. Removed obsolete textures.
Update: Adding Clat-related tests to CompanionServerTests
This adds 4 mote tests. Added test-related funcitonality to ClanManager to init/deinit.
Tests: ran new unit tests individually, together with rest, multiple times - all pass.
test cases for gjk distance - covers most edge cases from different features (vertex/edge/face)
T1 SMG
viewmodel
world model -> LODs
textures and materials
basic/initial prefab setup
fixed mistake in SquareDistance
Generate tiles in chunks to avoid potentialyl running out of memory on massive maps
Replaced OBB Distance and Intersection functions with accuracte implementations
- GJK for distance functions, cheaper SAT for intersection
- square distance function is also replaced, but it still has to run the GJK algorithm so the savings on it are marginal
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split unique environment spawn components into categories for finer filtering
added ue_oasis_a unity scene
Update: Adding Team related tests to CompanionServerTests
This adds 4 new tests. Expanded RelationshipManager access for testing, also allowing skipping of sending updates on team changes (as it makes tracking responses harder). Lastly, removed an extra update send for player joining a team as it was already sent in MarkDirty.
Tests: ran new unit tests repeatedly, they pass
Moss blending on jungle walls
Updated Topology Not settings for hill cliffs
Bugfix: RelationshipManager.PlayerTeam implements IPooled
My new batch of tests revealed that PlayerTeam wasn't properly cleaned up when returned to the pool, causing test failures on repeated runs(teams still had members in them after disbanding).
Tests: ran new tests (submitted in next CL), they pass
Fix navmesh not generating properly with mesh colliders
player update. edited crossbow deploy anim to match the viewmodel
Use more appropriate collision masks for navmesh geo gathering
Better fail message when trying to place a high wall while moving
Cache mesh colliders, replace lists with fpnativelists to avoid an additional copy when marshalling
Added the name of the entity blocking a building block upgrade
Localized the other missing strings in the hammer pie menu
Update: consolidating CompanionServerTests logic
Now that patterns are relatively clear we can simplify logic. This'll make adding the remaining 19 tests faster/easier.
Tests: ran new tests
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Multithread filtering triangles out of tile bounds, and transforming the triangles from mesh space to world space
tin can alarm gibs new setup with centred pivots and enabled precision, fixed it falling through floor
Reworked how we handle broken state, entity is now properly destroyed when a shield is broken rather than just becoming invisible
Added debug.breakshield convar
Drop the shield when a player dies if it's equipped (like the current held entity)
World model
Compile fixes