197,248 Commits over 4,110 Days - 2.00cph!
QA Island scene/map setup
Add ability to add general padding
Fixed locker snapping
Can now snap an object by looking at the wall instead of looking at the ground
Better calculations for Y heights
Better Y heights in corners (fixes fridges)
Ensure pivot offset is rotated by rotation first
initial pass on batched projectiles, functional except for LOS checks but failing consistency tests which needs more diagnosing
- added batch support to multiple tests for comparison
Steam inventory market price is using the steam client country code
Discord trophy can no longer be broken down (it never could be due to no market value)
Required items rework.
More UI wip.
Made OnFeedbackReport RPC async and log upload results/exceptions
updaed ship, improved the hull material with macro variation mask and more colour
Send non-player-specific BreakingServerRules F7 feedback reports to the server.reportsserverendpoint
merge from frontier_external_fixes
rework some volumes to make snapping and building block to work nicer
Update: projectile perf test
Tests: ran the perf test
also delete stray Assets\Materials dir, added in
119921
deleted beehive natural large and horse costume icon from asset root dir
deleted random jungle rock in Asset root dir
Slightly increase half shelf bounds (shouldnt affect placement at all but will affect snapping)
Implemented steam inventory new modals
Ripped out the old systems, lots of refactoring
Still wip
¬ Clean up icon render scene - random new objects and prefabs enabled
Buildfix: rename UnitTests.WaterLevel to WaterLevelTests
It was colliding with a non-namespace WaterLevel and causing a headache
Tests: editor build in C+S
revert_ui_slider_merge_issues -> main
Dont stomp new ui volume slider
Fixed that sky brightness boost right after sunset.
Cleaned vcloud defaults from climate.
merge from frontier_external_fixes
Update: refactor TestConsistency and make it cover a larger area
- increased proj velocity, as it was possible for proj to start inside the shield, breaking validation
Tests: ran unit test
merge from abyss_containers
merge from lookingat_improvements
merge from feedback_report_enum_fix
merge from fridge_texture_res
Update: TestConsistency now validates repl projectiles as well
Test: ran the unit test
main -> patrol_heli_revision_2
Correctly show loading screen when disconnecting
Swap default OpenMainMenu to use the async version
Cherry pick
124380, fix memory leaks when vine tree falls or animal spawns
Update: TestConsistency now passes
- validates auth proj hit their players/shields
- added utility that helps revalidate projectile hit and get more info (auth only for now)
Need to expand to re-validate non-auth hits
Tests: ran projectile consistency test
reconfigured fluorescent ceiling light physics configuration
- using configurable joints for better motion, small linear limit for better motion and positional drive on the Y to stop it flying through the ceiling
- added toggle to reduce sleep threshold on CeilingLights
- needs a line renderer setup to replace mesh cables