131,741 Commits over 4,232 Days - 1.30cph!

22 Days Ago
Moved all test runner convars to DEBUG only
22 Days Ago
- Save drone accessibility state to the vending machine flags - Recalculate if any physics neighbours change
22 Days Ago
Update: ISubscriberStrategy.GatherSubscriptions outputs whether it has fully or partially gathered subscriptions - all existing implementations report "full" gathers This feeds into whether we'll stop running UpdateSubscriptions or not. Will use this to throttle-and-prioritize cell streaming to spectators Tests: editor compiles
22 Days Ago
sound changes on 50cal PT boat guns
22 Days Ago
including water depth in shallow water velocity scaling
22 Days Ago
Make sure the shore vector array is not filled with NaN values when water system is null
22 Days Ago
Actually we can't use ResetStaticFields here, its in a DEBUG define Added the ResetStaticFields method in TestRunner.cs
22 Days Ago
merge from puzzle_reset_changes -> main
22 Days Ago
ResetStaticFields on TestRunner
22 Days Ago
Jump improvements: - Setup ladder triggers around junkpiles to make jump ups easier - Add kinematic rigidbodies to junkpiles (better collision detection) - Boyancy point improvements
22 Days Ago
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22 Days Ago
Adding m92 refresh viewmodel rig
22 Days Ago
Merge from parent
22 Days Ago
Merge from volume_checks
22 Days Ago
Merge from volume_checks
22 Days Ago
Make radiation sphere outer range gizmo yellow so it's a bit more clear which puzzles have radiation at a glance
22 Days Ago
Add `drawpuzzleresets` convar so you can ddraw the puzzle resets & radiation ranges at runtime - will only show to admins who are inside the reset ranges - will update every 10s, based off puzzle reset code
22 Days Ago
Remove debug drawing
22 Days Ago
Setup remaining blocks
22 Days Ago
Updated folder paths, updated test list
22 Days Ago
merge from cargoship_cameras
22 Days Ago
Update network groups of cargo cameras inside the main cargoship movement update Fixes an issue where they stop working after cargo left its original spawn position
22 Days Ago
Renamed Tests folder to AutomatedTests
22 Days Ago
Wrapped all the test code in #if DEBUG
22 Days Ago
DDraw .meta files
22 Days Ago
Merge: from networkpositiontick_reduce - Optim: buoys, containers, water-junkpiles and vines no longer always replicate their position. Reduces number of NetworkPositionTick invokes from 2309 down to 522 on 4.5k map Tests: interacted with each prefab type, observed up close and from afar
22 Days Ago
Update: codegen Tests: editor compiles
22 Days Ago
Merge: from main
22 Days Ago
Cherrypick DDrawCommand from naval update
22 Days Ago
merge from main
22 Days Ago
Loot Panel sorting ui
22 Days Ago
merge from boat_building
22 Days Ago
exported updated 3p chainsaw anims, also setup chainsaw entity to use r prop and removed offsets translation/rotations from the lods
22 Days Ago
merge from naval_update
22 Days Ago
merge from deepsea_height_data
22 Days Ago
Bugfix: profile.CountSyncMoveEntities - check if invoke handlers are not instantiated - Also add a total count Tests: used it while swinging from vines
22 Days Ago
undid temporary boat code, now using heightmap queries regularly
22 Days Ago
simple deepsea/mainland heightmap query split (5th iteration of it) - currently limited to positional queries, normalized coord queries map directly to mainland data still - also fixed issue with deepsea shorevectors where they weren't being rotated into worldspace properly and still pointed in localspace directions
22 Days Ago
rebaked tropical scene shore data to include heightmaps
22 Days Ago
Optim: VineSwingMountable no longer syncs positions by default Should save another 0.7ms Tests: Swung across multiple vines in playground_vineswinging, descended on one to ground
22 Days Ago
Fix exec command attributes, add `bot.exec_command_all` to execute commands on all bots.
22 Days Ago
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22 Days Ago
Add `bot.exec_command` and `bot.exec_command_sphere` to execute commands on bots.
22 Days Ago
Knight Armour vest and pants repose.
22 Days Ago
More setup and experimenting.
22 Days Ago
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22 Days Ago
Fixed FindPrefabPathsByLabel returning assets that contained the target label ("BaseVehicle" was returning assets with "BaseVehicleSeat" for example)
22 Days Ago
correcting for height data normalization, denormalize with baked info and renormalize to current world size on application - lets us be consistent with how we interpret height data betweek deepsea and mainland
22 Days Ago
Missed some floating walkway commits
22 Days Ago
Fixed glass mesh layer (transparent > world)