126,638 Commits over 4,109 Days - 1.28cph!
Update: add BasePooledList template
- Updated test to use it
Boilerplate for various PooledList<T> implementations
Tests: test now passes
merge from main -> party_system
merge from party_system -> main
Update: add unit test that showcases invalid PooledList<T> pooling
Tests: ran the test - fail as expected
renamed - remove underscore in mapname
Assign textures and bundles
QA Island scene/map setup
Add ability to add general padding
Fixed locker snapping
Can now snap an object by looking at the wall instead of looking at the ground
Better calculations for Y heights
Better Y heights in corners (fixes fridges)
Ensure pivot offset is rotated by rotation first
initial pass on batched projectiles, functional except for LOS checks but failing consistency tests which needs more diagnosing
- added batch support to multiple tests for comparison
Steam inventory market price is using the steam client country code
Discord trophy can no longer be broken down (it never could be due to no market value)
Required items rework.
More UI wip.
Made OnFeedbackReport RPC async and log upload results/exceptions
updaed ship, improved the hull material with macro variation mask and more colour
Send non-player-specific BreakingServerRules F7 feedback reports to the server.reportsserverendpoint
merge from frontier_external_fixes
rework some volumes to make snapping and building block to work nicer
Update: projectile perf test
Tests: ran the perf test
also delete stray Assets\Materials dir, added in
119921
deleted beehive natural large and horse costume icon from asset root dir
deleted random jungle rock in Asset root dir
Slightly increase half shelf bounds (shouldnt affect placement at all but will affect snapping)
Implemented steam inventory new modals
Ripped out the old systems, lots of refactoring
Still wip
¬ Clean up icon render scene - random new objects and prefabs enabled
Buildfix: rename UnitTests.WaterLevel to WaterLevelTests
It was colliding with a non-namespace WaterLevel and causing a headache
Tests: editor build in C+S
revert_ui_slider_merge_issues -> main
Dont stomp new ui volume slider
Fixed that sky brightness boost right after sunset.
Cleaned vcloud defaults from climate.
merge from frontier_external_fixes
Update: refactor TestConsistency and make it cover a larger area
- increased proj velocity, as it was possible for proj to start inside the shield, breaking validation
Tests: ran unit test
merge from abyss_containers
merge from lookingat_improvements
merge from feedback_report_enum_fix
merge from fridge_texture_res
Update: TestConsistency now validates repl projectiles as well
Test: ran the unit test