114,198 Commits over 3,959 Days - 1.20cph!
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
Better test result logging in the console
Fixed sync tests not throwing caught exceptions
Door controller, blocker, branch, AND switch, OR switch tests cleanup
Some hackweek as fuck wip code/tests
Fixed RidableHorse2.VehicleFixedUpdate server NRE
Bunch of WorldModel DoPrepare precalculations including largest dimension and collision based bounds.
Functions for aligning an object based on largest and 2nd largest dimensions.
Can now determine all items in the most "sensible" orientation: largest dimension sideways then 2nd largest upwards.
Bunch of supporting code.
Test functions to spawn all items with world models in a scene.
Debug rendering of bounds and directions.
merge from entity_scale -> hackweek_modding_improvements
Add support for the server to tell the client what scale to set an entity
- pooling already reset scale when entities return to the pool
Faster and cleaner AND switch tests
Floor netting item setup
gameplay proof of concept
Door controller server tests
Fixed some old failing tests
New test utils, code cleanup
Show send message option if one of your Discord friends who you don't have on Steam sends a game message too