reporust_rebootcancel

125,335 Commits over 4,079 Days - 1.28cph!

11 Months Ago
▆▋ ▅▊▆▌ ▆▍▋▍▉▍ ▍▌▋▌██▇▆ ▌▆▌▍▋▄▋▌█▊█ ▊▍ ▅█▊▇ ▇▄ █▍▄▊▉▌ █▇▄▌▋ ▅▍▅ ▅▊▍▍▆▍ ▅▄█▉▅█▌▍▌█▅▉ ▄▇ ▌▇▌ ▊▆▄▆▊▊▍▊▉▉▉▌▉█<▊▅█▌> █▉█▉▄ ▄▉▉▊ ▋▆▄▉▇▌▋ ▇▊▅ ▊▉██ ▌▉▍▆▄▇ ▍█▇▉██▋ ▇▄'▆ ▄ ▋▄▄▆
11 Months Ago
Update: Added Subscription-related tests to CompanionServerTests 2 more down, 2 to go. Tests: ran all tests multiple times - all green
11 Months Ago
Updated stag ragdoll character joint limits
11 Months Ago
Add command to draw navmesh in game
11 Months Ago
Update: Adding EntityInfo related tests to CompanionServerTests.cs 2 down, 4 to go. Tests: ran all unit tests multiple times - all green
11 Months Ago
missing Intersects2D function
11 Months Ago
Update: Adding Camera-related tests to CompanionServerTests.cs This adds 3 more (total 13, 6 to go). These tests don't setup an environment to validate the full flow, but they do prove that request handling is correct. Tests: ran all tests multipel times - they pass.
11 Months Ago
exported edited DPV anims and created ascend/descend anims
11 Months Ago
Adding sunburn page to the DLC tab
11 Months Ago
Jungle concrete textures
11 Months Ago
Spotlight Refresh, New mesh, materials, textures, LODs and collision. Updated existing prefabs.
11 Months Ago
Eroded plaster tests on jungle ruins. Removed obsolete textures.
11 Months Ago
merge from main
11 Months Ago
Update: Adding Clat-related tests to CompanionServerTests This adds 4 mote tests. Added test-related funcitonality to ClanManager to init/deinit. Tests: ran new unit tests individually, together with rest, multiple times - all pass.
11 Months Ago
test cases for gjk distance - covers most edge cases from different features (vertex/edge/face)
11 Months Ago
T1 SMG viewmodel world model -> LODs textures and materials basic/initial prefab setup
11 Months Ago
fixed mistake in SquareDistance
11 Months Ago
Generate tiles in chunks to avoid potentialyl running out of memory on massive maps
11 Months Ago
Replaced OBB Distance and Intersection functions with accuracte implementations - GJK for distance functions, cheaper SAT for intersection - square distance function is also replaced, but it still has to run the GJK algorithm so the savings on it are marginal
11 Months Ago
▍▍▇ ▋▉ █▊█▅▇▆▄ ▉▉ ▌▋▌ █▇▍▍▅▉▄▄▆▍▍ ▆▌▌▍, ▅▆█▄ ▋ ▅▋█ ▉▋█▇▇ ▌▌ ▉▆▌▌▆▆ ▉▆▋▇▆▊▆▉
11 Months Ago
▇▄▆▅▅▌ ▇▍▋▆▄ ▊█ ▄▋▍▊▊▆▌▉█ ▄▍ ▋▇ ▇▄ ▇█▋▅▍▅█▍▆▅ -> ▆▋▆▌ ▋▍▋▆▋█▍ -> ██▍▄▍▊▌▄▆▇▌, █▆ ▉▇█▌ ▋▇▉▌▊██ █▉▊ ▋▄▅ ▉▉▌ ▄▍▍ ▋▄▍▉▉ ▍▄▌▇▆▍▇▇█▍ ██▌▅▌▍▉
11 Months Ago
split unique environment spawn components into categories for finer filtering added ue_oasis_a unity scene
11 Months Ago
Update: Adding Team related tests to CompanionServerTests This adds 4 new tests. Expanded RelationshipManager access for testing, also allowing skipping of sending updates on team changes (as it makes tracking responses harder). Lastly, removed an extra update send for player joining a team as it was already sent in MarkDirty. Tests: ran new unit tests repeatedly, they pass
11 Months Ago
Moss blending on jungle walls
11 Months Ago
weekly skins + scene
11 Months Ago
Updated Topology Not settings for hill cliffs
11 Months Ago
Bugfix: RelationshipManager.PlayerTeam implements IPooled My new batch of tests revealed that PlayerTeam wasn't properly cleaned up when returned to the pool, causing test failures on repeated runs(teams still had members in them after disbanding). Tests: ran new tests (submitted in next CL), they pass
11 Months Ago
Fix navmesh not generating properly with mesh colliders
11 Months Ago
player update. edited crossbow deploy anim to match the viewmodel
11 Months Ago
Use more appropriate collision masks for navmesh geo gathering
11 Months Ago
started plane barnacles
11 Months Ago
Better fail message when trying to place a high wall while moving
11 Months Ago
Cache mesh colliders, replace lists with fpnativelists to avoid an additional copy when marshalling
11 Months Ago
Added the name of the entity blocking a building block upgrade Localized the other missing strings in the hammer pie menu
11 Months Ago
Update: consolidating CompanionServerTests logic Now that patterns are relatively clear we can simplify logic. This'll make adding the remaining 19 tests faster/easier. Tests: ran new tests
11 Months Ago
▉█▄ █▍ ▇▆▌▇ ▍▉▉▋▇▉█ █▇ ▆▌, ▋▊▍█▆▅ ▇▋███▊█▆▌▇ █▉▄▇ ▊▌▅▍▌ ▉ ▉▌█▋▆▊ ▍▊█▍▉▊ ▅▋▍██ ▍▉▌▅██ ▆▄ ▌▆▍ ▆▌█▄▉▋▊▉▇▋▅▋▋▌▌▍▌▌█▆▇▅█ ▆█▍▇▄ █▆ ▋ ▇█▍█▉██▄█ ▅█▅▊
11 Months Ago
Multithread filtering triangles out of tile bounds, and transforming the triangles from mesh space to world space
11 Months Ago
tin can alarm gibs new setup with centred pivots and enabled precision, fixed it falling through floor
11 Months Ago
merge main -> release
11 Months Ago
Reworked how we handle broken state, entity is now properly destroyed when a shield is broken rather than just becoming invisible Added debug.breakshield convar
11 Months Ago
Drop the shield when a player dies if it's equipped (like the current held entity) World model Compile fixes
11 Months Ago
Fixed some parts of ADS still working when a shield is equipped
11 Months Ago
Remove shield viewmodel component, set up placeholder animator states and surface logic there instead
11 Months Ago
Added some help text to the gesture picker
11 Months Ago
Include byte[] pooling stats for networking
11 Months Ago
▄▄▊▋▄▅▇ ▌▊▌▇█▉▌▅ ▊▆▊▊▇▌▆ ▆▋▅▄█▅▇ ▋▆▌▉ ▊▅▇▆▊▆▌▋▋▉ █▆▅▄ ▉▆▌▋▋▍ ▅▄▌▋▍▊ ▍▊▆█ ▍▉█▌ ▍▊▋█▊ ▇▌ ▉▄ ▊▌▉▍ ▍▍▌▉▍▉▍█▊▇/▊▆▍▇▅▉▇▊▍▋ ▇▅▌ ▉▇▄ ▇▄▉▍▅ ▍█▊▄▋█▌▍▄ █▇▆▆ ▅ ▆▊▄▊▄▋ ▍▍▋ ▊▌▄▆▆▍▅▌▌ ▋▆▊▌▇ ▆█ ▄█▋▍▇▍
11 Months Ago
Flush memory pool size every 5 minutes for runtime profiling
11 Months Ago
Reapplied animator changes from RPS branch Fixed player gesture layer not fading out after a one shot gesture
11 Months Ago
Show "Blocked by X" when blocked by a building block Failed SphereCheck and AreaCheck will now show "Not stable enough" by default instead of "Not enough space"
11 Months Ago
Merge main -> TrainDecouplingImprovements