114,164 Commits over 3,959 Days - 1.20cph!
Added function to get the best storage area for a given item, based on size and remaining space.
Try storage areas in a random order.
Added function to get the available remaining storage volume of a storage area.
No longer over-fill storage areas.
Attempt to place loot in descending size order.
Function to order loot by size.
Added and assigned what icon
Functions to calculate the total storage volume available, and the total storage volume required for a list of loot
- Icon
- More deployable changes
- Skewed out on an single axis
launch site factory trees set dressing
Wow, it works
-Fixed orientation issues
merge from ballista_fixes
merge from shield_fractional_fix
merge from fix_tech_tree_total_cost
Initial attempt at a Drawbridge:
- Use Siege Tower Drawbridge 1
- Allow placement in a door frame
- Adjust protection volume
- Use door guide mesh
Added parameter field in TestResultEntry
Fixed empty testrunner run command erroring
vending_stats_fixes_3 -> main
Fix wildly inflated vending stats sold amounts
small vehicle editor fix to not spam assert errors when no mount points are set
setup basic handcar prefab, able to move on track by just setting a force override convar at the moment
manifest gen + codegen
blackboard model
materials and textures
Export test results in the server directory
Added cancel command, to cancel the current test run
Update: Impllement GamePhysics.HandleIgnoreCollisions as a batch
- extended TerrainCollision to support batching
- extended WaterColllision to support batching
There's still more improvements that can be done (translating into burst jobs and better job-graph building), but currently the goal is to translate more of code into batch form away from singular.
Tests: none, it's not hooked up yet - will explore writing unit tests next-ish
Split server and client tests correctly into different folders
Compile fixes
Generate json results after each test run
Cleanup
moved handcar under trains folder
reverting scene changes from merge that look unintentional
merge from horse2_fixes/handling
Adding procedural option using render primitives indexed indirect for grass blades with calculated vert positions
First pass piping update data (similar to IO tool)
Created farming inventory loadout
Chickens can eat and drink
Added server.fillChickenCoop command
Hook up sunlight tracking
Refactors for future content
Added sunlight stat
First pass new model setup
Added a slight delay before items start moving
Implement new foliage placement function in RefreshAsync update, adjust refresh distance when using instancing, make debug toggle.
ServerInit.
Nicer placement.
Prefab and settings tweaks
Pick a random area for each item.
Areas can now be offset.
Random offset per item.
Fixed shield not visually appearing correctly if the player cancels a fractional reload while holding a shield (only affected mini crossbow)
Move more stuff to DoPrepare.
Some inital runtime stuff.
bunkbed
added fbx, prefab and setup deployable object
Added TestListExporter, exporting all tests to a json file
Refactored test runner to read from the master json list
Added new commands: run tests from a json file, run all tests from a category