130,566 Commits over 4,232 Days - 1.29cph!
    
    
    
        
            
            
            
                
                Hide party invite pop-up if accepting invite inside the friends menu
 
                
                
                
                
                
             
         
        
            
            
            
                
                Setup new menu option for deployable snapping modes
 
                
                
                
                
                
             
         
        
            
            
            
                
                Much cleaner wall snapping behaviour
Setup custom corner padding on each deployable (set up large box)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed vine visual stopping animation if a vine swing was started less than 2s after the last vine swing
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Give warning when party invite is sent to non-friend indicating it will likely be blocked
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Snap deployables into corners if you are close enough to the corner of the wall and holding 'shift'
Math was a bit difficult here due to a lack of a general wall direction vector: calculating plane corner intersections with wall normals and rayhit points along the wall
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed small wooden box not casting shadows
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added debug.lookingAtRay, returns more reliable info about what you're looking at.
Also now works for non-entities.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix party invite from friend menu when accepting invite via party invite popup
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                support live edit of biome fog shore distance falloff in editor
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Update: projectile-water test via Craggy
Pretty close to covering all cases
Tests: ran new tests
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: Projectiles that are managed by unit tests only run 1 substep
Tests: projectile unit tests now pass
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: Projectile Tests now run inside Craggy
Most tests are failing because now their substepping eventually hits water/terrain - will fix next.
Tests: ran unit tests
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: TerrainTexturing - defer init in editor, relly on manual init by user
This prevents it from screwing unit tests when loading scenes
Tests: ran part of updates projectile unit tests (to be committed)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Revert execution order changes
 
                
                
                
                
                
             
         
        
        
        
        
        
        
        
            
            
            
                
                Revert changes to shader includes
 
                
                
                
                
                
             
         
        
            
            
            
                
                Reverted changes to supported shaders
 
                
                
                
                
                
             
         
        
            
            
            
                
                Revert changes to ProjectSettings
 
                
                
                
                
                
             
         
        
            
            
            
                
                More work on railings and stairs for floating walkways
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Update: adding mounted-player related tests
- Fixed names of tests as turns out if they share a name, then all of them get executed when trying to run only one
- Fixed not cleaning up palyer's physics objects at the end of tests (caused tests to fail unexpectedly when ran all together)
- test projectile now has thickness (relevant to test with players in same vehicle)
Tests: ran all unit tests
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                some more progress on the manual anchor
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                New inventory crafting modal + generic modal component
 
                
                
                
                
                
             
         
        
            
            
            
                
                redesigned inventory overlay warning + button prefabs
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Remove another bark, change push bark
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                - When a scientist just shot the player, have him ask support from other scientists to rush
- Allow some voicelines to ignore cooldowns when they are important
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from vsync_limit_fix
 
                
                
                
                
                
             
         
        
            
            
            
                
                Connected Session new design
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Merge: from autoturret_optim
- Bugfix for turret not reacting to player in front when powering up (caused by me)
- Bugfix for turret  not identifying new target if it snuck from behind then walked in front (likely me as well)
Tests: standing in front, sneak in from behind then to front, sneak damage, flying from far, depower-power turret - turret finds a target & shoots