reporust_rebootcancel

133,510 Commits over 4,293 Days - 1.30cph!

4 Days Ago
Bugfix: OcclusionGroupTests - fix TestVisibilityAfterMovementAway(oldLogic, Dead) tests Updating subs when in limbo unsubs you from limbo group (funky, but legal). Old logic ends up with empty groups (okay for it), but new logic ends up with an invalid occl group Tests: ran unit tests, 4 failures left
4 Days Ago
Bugfix: OcclusionGroupTests - fix TestVisibilityAfterMovementAway(*, OutsideCell) tests - Handle the fact that new occlusion group logic eagerly cleans up occlusion groups when moving out of range, even before subscription tick - Fix invalid assertion for old logic when p2 moves, before subscription tick Tests: ran tests, now 8 failing (all related to Dead players)
4 Days Ago
Tests: OcclusionGroupTests - add TestVisibilityAfterMovementAway tests (32) Tests: ran new unit tests, 14 fail
4 Days Ago
hooked up workshop source to sks skinnable
4 Days Ago
added night ambience sounds to the deep sea islands
4 Days Ago
fixed paintable reference on XL lightup frame referencing the whole prefab not just the lod0
4 Days Ago
sks obj files
4 Days Ago
Easel fix, small and medium ornate frame fix
4 Days Ago
Tests: OcclusionGroupTests - Visibility tests now update network groups and update subscriptions This validates that subscription mechanism works on a basic level Tests: all 42 unit tests pass
4 Days Ago
SKS skinnable , still need to set up workshop source
4 Days Ago
Boat ai will now only drive the boat to 90% of its max speed, this allows players to be able to go slightly faster than them and get away (setup with a convar as well)
4 Days Ago
Merge from artist_pack_dlc_old/paintball_overalls
4 Days Ago
Bugfix: OcclusionGroupTests - use AreEquivalent instead of AreEqual when comparing occlusion groups Old logic and new logic end up with differently ordered occlusion groups - but in real world we don't care about order Tests: all 42 unit tests pass
4 Days Ago
merge from fixed artist_pack_dlc_2 branch to newly constructed artist_pack_dlc
4 Days Ago
merge from fixed ornate frames branch
4 Days Ago
Fixed Cherry-picked branch
4 Days Ago
4 Days Ago
Bugfix: Eagerly initialize occlusion groups when player spawns When player's network group switches on spawn, it's treated as a bot, so doesn't create an occlusion group, but it might be awhile till next group switch, so player might have uninitialized occlusion group for a bit. Tests: unit tests - 42/45 pass
4 Days Ago
Merge from naval_update
4 Days Ago
Merge from main
4 Days Ago
boat_ai_patrol_aggression_fix -> main
4 Days Ago
Think time 10 seconds -> 5 seconds
4 Days Ago
boat_ai_patrol_aggression_fix -> main
4 Days Ago
Fix boat ai getting stuck patrolling oil rig and not actually engaging a player driving up
4 Days Ago
Fix client compile error
4 Days Ago
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
4 Days Ago
Bugfix: OcclusionGroupTests - handle dead players in limbo All TestVisibility* tests pass for old logic Tests: ran unit tests
4 Days Ago
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.
4 Days Ago
Fixes for battery hunt mission
4 Days Ago
Fix new scientists not playing static sound effect on death
4 Days Ago
Bugfix: OcclusionGroupTests - use RespawnAt to be put in the right position for RespawnFromDead players This makes 3 unit tests pass Tests: ran unit tests
4 Days Ago
Fix new Scientist using wrong headshots sounds
4 Days Ago
Prevent another "Look rotation viewing vector is zero" error
4 Days Ago
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
4 Days Ago
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
4 Days Ago
merge from main
4 Days Ago
added wip LNY26 items, set up skin assets with temporary descriptions and names, based off of existing items, updated manifest and engine.json
4 Days Ago
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
4 Days Ago
improved 3p paintballgun reload anim
4 Days Ago
wood box icon updated, prefab updated, added panel title, updated localization
4 Days Ago
uv fix for bbq proper rotation for bbq fbx and prefab
4 Days Ago
wood box game textures & material
4 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
4 Days Ago
removed hand fidgeting from vm paintball gun idle animation
4 Days Ago
Bugfix: OcclusionGroupTests - correct expectations of visibility Tests: ran unit tests, more pass, but still mostly borked
4 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.
4 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)
4 Days Ago
Updating paddle anims to loop