130,549 Commits over 4,232 Days - 1.29cph!
    
    
    
        
            
            
            
                
                Update: Projectile Tests now run inside Craggy
Most tests are failing because now their substepping eventually hits water/terrain - will fix next.
Tests: ran unit tests
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: TerrainTexturing - defer init in editor, relly on manual init by user
This prevents it from screwing unit tests when loading scenes
Tests: ran part of updates projectile unit tests (to be committed)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Revert execution order changes
 
                
                
                
                
                
             
         
        
        
        
        
        
        
        
            
            
            
                
                Revert changes to shader includes
 
                
                
                
                
                
             
         
        
            
            
            
                
                Reverted changes to supported shaders
 
                
                
                
                
                
             
         
        
            
            
            
                
                Revert changes to ProjectSettings
 
                
                
                
                
                
             
         
        
            
            
            
                
                More work on railings and stairs for floating walkways
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Update: adding mounted-player related tests
- Fixed names of tests as turns out if they share a name, then all of them get executed when trying to run only one
- Fixed not cleaning up palyer's physics objects at the end of tests (caused tests to fail unexpectedly when ran all together)
- test projectile now has thickness (relevant to test with players in same vehicle)
Tests: ran all unit tests
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                some more progress on the manual anchor
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                New inventory crafting modal + generic modal component
 
                
                
                
                
                
             
         
        
            
            
            
                
                redesigned inventory overlay warning + button prefabs
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Remove another bark, change push bark
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                - When a scientist just shot the player, have him ask support from other scientists to rush
- Allow some voicelines to ignore cooldowns when they are important
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from vsync_limit_fix
 
                
                
                
                
                
             
         
        
            
            
            
                
                Connected Session new design
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Merge: from autoturret_optim
- Bugfix for turret not reacting to player in front when powering up (caused by me)
- Bugfix for turret  not identifying new target if it snuck from behind then walked in front (likely me as well)
Tests: standing in front, sneak in from behind then to front, sneak damage, flying from far, depower-power turret - turret finds a target & shoots
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: make turret scan const a servervar
- called `sentry.scantimer`, default to 1s
Tests: standing in front, sneak damage, flying from far, depower-power turret - it finds a target & shoots
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge: from main
Tests: none, no conflicts
 
                
                
                
                
                
             
         
        
            
            
            
                
                Bugfix: AutoTurret no longer misses players moving it's it's FOV
- Done by running scans every second when not tracking any targets
Tests: walked into turret's FOV from behind. checked turret still shoots when powered up with non-auth player in front.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Updated art on floating walkway railings
 
                
                
                
                
                
             
         
        
            
            
            
                
                Better commit message:
Deployables of the same type will now snap together provided they are close enough.
Boxes, Shelves will now auto snap etc.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Deployables of the same type will now snap together:
Eg walls will snap together
 
                
                
                
                
                
             
         
        
            
            
            
                
                tweaked collision on abyss horizontal barrel so it's within the bounds of the deployable
 
                
                
                
                
                
             
         
        
            
            
            
                
                Bugfix: powering up auto-turret now runs a search
- Simplify and clean authDirty-related code
One of previous bugfixes mucked this up by allowing authDirty to desync. There's still a case that's possible, so one more fix needed.
Tests: powered up the turret by standing in front of it - it started shooting correctly
 
                
                
                
                
                
             
         
        
            
            
            
                
                improved topology-based max carve height to produce a better gradient
 
                
                
                
                
                
             
         
        
            
            
            
                
                manual anchor fbx update and some priliminary texture/material work
 
                
                
                
                
                
             
         
        
            
            
            
                
                Huge code cleanup
Introduce two modes, simple or advanced snapping behaviours
 
                
                
                
                
                
             
         
        
            
            
            
                
                Remove some voice lines that seemed out of place
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from negative_source_modifiers_godmode
 
                
                
                
                
                
             
         
        
            
            
            
                
                Modifiers with a negative source (eg: incapacitate/blind darts) no longer get added to god mode players.
Added Modifier.HasNegativeSoruce()
 
                
                
                
                
                
             
         
        
            
            
            
                
                Pre-emptive reload when mag not full and target not seen for a while
 
                
                
                
                
                
             
         
        
            
            
            
                
                tweaked wall storage deploy volumes to allow for small wood storage