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111,294 Commits over 3,928 Days - 1.18cph!

5 Months Ago
added underwater mask to crittermovementshader
5 Months Ago
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
5 Months Ago
Heli death fx
5 Months Ago
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5 Months Ago
missing textures
5 Months Ago
seaweed clump prefabs
5 Months Ago
Fixed the screen turning black after respawning before the end of the death screen fade
5 Months Ago
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
5 Months Ago
Probably fix random TrySpawn exception Add masking to EnvironmentFishCritter shader (untested at all)
5 Months Ago
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5 Months Ago
Update: Added Subscription-related tests to CompanionServerTests 2 more down, 2 to go. Tests: ran all tests multiple times - all green
5 Months Ago
Updated stag ragdoll character joint limits
5 Months Ago
Add command to draw navmesh in game
5 Months Ago
Update: Adding EntityInfo related tests to CompanionServerTests.cs 2 down, 4 to go. Tests: ran all unit tests multiple times - all green
5 Months Ago
missing Intersects2D function
5 Months Ago
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.
5 Months Ago
exported edited DPV anims and created ascend/descend anims
5 Months Ago
Adding sunburn page to the DLC tab
5 Months Ago
Jungle concrete textures
5 Months Ago
Spotlight Refresh, New mesh, materials, textures, LODs and collision. Updated existing prefabs.
5 Months Ago
Eroded plaster tests on jungle ruins. Removed obsolete textures.
5 Months Ago
merge from main
5 Months Ago
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.
5 Months Ago
test cases for gjk distance - covers most edge cases from different features (vertex/edge/face)
5 Months Ago
T1 SMG viewmodel world model -> LODs textures and materials basic/initial prefab setup
5 Months Ago
fixed mistake in SquareDistance
5 Months Ago
Generate tiles in chunks to avoid potentialyl running out of memory on massive maps
5 Months Ago
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
5 Months Ago
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5 Months Ago
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5 Months Ago
split unique environment spawn components into categories for finer filtering added ue_oasis_a unity scene
5 Months Ago
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
5 Months Ago
Moss blending on jungle walls
5 Months Ago
weekly skins + scene
5 Months Ago
Updated Topology Not settings for hill cliffs
5 Months Ago
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
5 Months Ago
Fix navmesh not generating properly with mesh colliders
5 Months Ago
player update. edited crossbow deploy anim to match the viewmodel
5 Months Ago
Use more appropriate collision masks for navmesh geo gathering
5 Months Ago
started plane barnacles
5 Months Ago
Better fail message when trying to place a high wall while moving
5 Months Ago
Cache mesh colliders, replace lists with fpnativelists to avoid an additional copy when marshalling
5 Months Ago
Added the name of the entity blocking a building block upgrade Localized the other missing strings in the hammer pie menu
5 Months Ago
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
5 Months Ago
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5 Months Ago
Multithread filtering triangles out of tile bounds, and transforming the triangles from mesh space to world space
5 Months Ago
tin can alarm gibs new setup with centred pivots and enabled precision, fixed it falling through floor
5 Months Ago
merge main -> release
5 Months Ago
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
5 Months Ago
Drop the shield when a player dies if it's equipped (like the current held entity) World model Compile fixes