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133,440 Commits over 4,293 Days - 1.30cph!

Yesterday
Merge from main
Yesterday
boat_ai_patrol_aggression_fix -> main
Yesterday
Think time 10 seconds -> 5 seconds
Yesterday
boat_ai_patrol_aggression_fix -> main
Yesterday
Fix boat ai getting stuck patrolling oil rig and not actually engaging a player driving up
Yesterday
Fix client compile error
Yesterday
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
Yesterday
Bugfix: OcclusionGroupTests - handle dead players in limbo All TestVisibility* tests pass for old logic Tests: ran unit tests
Yesterday
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.
Yesterday
Fixes for battery hunt mission
Yesterday
Fix new scientists not playing static sound effect on death
Yesterday
Bugfix: OcclusionGroupTests - use RespawnAt to be put in the right position for RespawnFromDead players This makes 3 unit tests pass Tests: ran unit tests
Yesterday
Fix new Scientist using wrong headshots sounds
Yesterday
Prevent another "Look rotation viewing vector is zero" error
Yesterday
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
Yesterday
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
Yesterday
merge from main
Yesterday
added wip LNY26 items, set up skin assets with temporary descriptions and names, based off of existing items, updated manifest and engine.json
Yesterday
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
Yesterday
improved 3p paintballgun reload anim
Yesterday
wood box icon updated, prefab updated, added panel title, updated localization
Yesterday
uv fix for bbq proper rotation for bbq fbx and prefab
Yesterday
wood box game textures & material
2 Days 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
2 Days Ago
removed hand fidgeting from vm paintball gun idle animation
2 Days Ago
Bugfix: OcclusionGroupTests - correct expectations of visibility Tests: ran unit tests, more pass, but still mostly borked
2 Days 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.
2 Days 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)
2 Days Ago
Updating paddle anims to loop
2 Days Ago
Fixing sit shooting poses with incorrect settings
2 Days Ago
Picture frames - fixed scrap frame materials and updated paintable textures
2 Days Ago
Merge from naval_update
2 Days Ago
Switched server to custom build 2022.3.41x1
2 Days Ago
Final'ish, sans shore fog code fix.
2 Days Ago
Merge from main
2 Days Ago
Merge from naval_update
2 Days Ago
created paintball gun 3p jog and run anims and assigned to holdtype controller
2 Days Ago
Salvaged Cleaver weapon refresh animation polish pass
2 Days Ago
merge from indirect_instancing
2 Days Ago
* 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”.
2 Days Ago
Icon manifest updated, localization updated
2 Days Ago
scrap box adjusted box script type to display, added panel title, attached anchors
2 Days Ago
metal box added icon file, added panel title, added icon component to prefab, updated item file
2 Days Ago
explosives box adjusted box script type to display, added panel title, reverted protection to original values, attached anchors
2 Days Ago
scrapframe XL and XXL, gibs, lods, paintable setup, hooked up new material
2 Days Ago
Merge from main
2 Days Ago
Improve editor terrain view Snap render distance to cell to make bounds consistent FIx incorrect LOD borders at last LOD
2 Days Ago
Merge from io_budgets
2 Days Ago
Move SolarPanel.SunUpdate into a work queue (0.05ms budget) Should benefit from being run here by avoiding a potential physics sync (as well as less load on the Invoke system)