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134,589 Commits over 4,293 Days - 1.31cph!

11 Days Ago
Reinstate GetDeployAndEditPositionRotation checks. Temp disable parent boat chceck for finish editing.
11 Days Ago
Fixed minor zfighting in stone component box and fixed slightly offset origin, refactored explosives component box FBX to separate out glass
11 Days Ago
Applying all my recent shelved work.
11 Days Ago
Merge from naval_update
11 Days Ago
param changes to stone component box corpse, reran manifest
11 Days Ago
merge from naval_update
11 Days Ago
Prevent storage adaptor placement on boats
11 Days Ago
Updated performance logging to include the new shadow quality preset ConVar
11 Days Ago
stone box gibs corpse WIP
11 Days Ago
export update moving camera to origin
11 Days Ago
Merging main to build_cache_redirect
11 Days Ago
ore box prefab adjusted
11 Days Ago
ore box added corpse, split off matrix, lod adjustments, model adjustments
11 Days Ago
food box prefab tweaks for socket
12 Days Ago
Update ignore list to include new boxes
12 Days Ago
Merge from storage_adaptor_box_collisions
12 Days Ago
Merge from main
12 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
12 Days Ago
Icon commit pt 2
12 Days Ago
Icon commit pt 1
12 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)
12 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
12 Days Ago
Merge from main
12 Days Ago
Merge from naval_update
12 Days Ago
Minor TestRunner refacto
12 Days Ago
Don't turn on all child objects of culling volumes, was only needed to work around an editor bug
12 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
12 Days Ago
Added progress bar, some layout changes TestRunner can return its progress at anytime when running tests
12 Days Ago
Clean: Calrify in a comment what provisions does new logic can guarantee Tests: none, trivial change
12 Days Ago
Merge: from main Tests: none
12 Days Ago
Merge: from useplayertasks_removegroupocludee_nre Tests: unit tests + bunch of manual tests
12 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
12 Days Ago
Fixed NRE when disconnecting from a server while in the deep sea
12 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)
12 Days Ago
Update manifest
12 Days Ago
Adjusted deep sea vertical bounds to match height of mainland bounds, fixes projectiles getting shot out of the bounds triggering a packet flood kick
12 Days Ago
stopgap water sky reflection until we have the water refl probe in RRP
12 Days Ago
merge from main to fix_manifest_errors
12 Days Ago
Update: adapt OcclusionValidateGroups to new logic Tests: used it in various scenarios in 2p on Craggy. Spotted a bug for reconnecting players, need to add a unit test and fix
12 Days Ago
Update: OcclusionGroupTests - added LaggyTeleport test Think I'm done, going to do a bit of manual testing and merge it back Tests: unit tests
12 Days Ago
Update: restore lastPlayerVisibility support in new logic - updated tests to validate corret removal of timestamp Just have one last test to implement, and it's done Tests: ran unit tests
12 Days Ago
- Fix parented players being at odd starting rotations - Enable AI only parenting on: PTBoatDriver PTBoatPassenger Small Boat Passenger RHIB Driver
12 Days Ago
fix occasional single-pixel ocean line in canyons
12 Days Ago
paintable window fixes
12 Days Ago
merge from main
12 Days Ago
current progress for skin blocks parts and material
12 Days Ago
Test list
12 Days Ago
Can run tests using the window when out of playmode, clicking run will start playmode and run the selected tests when possible Ground work for the future dashboard implementation
12 Days Ago
Update: prep unit tests for lastPlayerVisibility validation Tests: ran unit tests