108,630 Commits over 3,867 Days - 1.17cph!
missing Intersects2D function
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.
exported edited DPV anims and created ascend/descend anims
Adding sunburn page to the DLC tab
Spotlight Refresh, New mesh, materials, textures, LODs and collision. Updated existing prefabs.
Eroded plaster tests on jungle ruins. Removed obsolete textures.
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.
test cases for gjk distance - covers most edge cases from different features (vertex/edge/face)
T1 SMG
viewmodel
world model -> LODs
textures and materials
basic/initial prefab setup
fixed mistake in SquareDistance
Generate tiles in chunks to avoid potentialyl running out of memory on massive maps
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
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split unique environment spawn components into categories for finer filtering
added ue_oasis_a unity scene
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
Moss blending on jungle walls
Updated Topology Not settings for hill cliffs
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
Fix navmesh not generating properly with mesh colliders
player update. edited crossbow deploy anim to match the viewmodel
Use more appropriate collision masks for navmesh geo gathering
Better fail message when trying to place a high wall while moving
Cache mesh colliders, replace lists with fpnativelists to avoid an additional copy when marshalling
Added the name of the entity blocking a building block upgrade
Localized the other missing strings in the hammer pie menu
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
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Multithread filtering triangles out of tile bounds, and transforming the triangles from mesh space to world space
tin can alarm gibs new setup with centred pivots and enabled precision, fixed it falling through floor
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
Drop the shield when a player dies if it's equipped (like the current held entity)
World model
Compile fixes
Fixed some parts of ADS still working when a shield is equipped
Remove shield viewmodel component, set up placeholder animator states and surface logic there instead
Added some help text to the gesture picker
Include byte[] pooling stats for networking
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Flush memory pool size every 5 minutes for runtime profiling
Reapplied animator changes from RPS branch
Fixed player gesture layer not fading out after a one shot gesture
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"
Merge main -> TrainDecouplingImprovements
Add a preview video field to gesture configs
Added test videos for most of the gestures
Fixed reset default option deleting the surrnder gesture
BuildingProximity error messages localized
Updated "Placing through walls" error for "Line of sight blocked"
NPC localization compile fix
Merge from hackweek_crudegestures/rps