197,481 Commits over 4,110 Days - 2.00cph!
clear static test field in pet-test teardown
Resolved auto turret merge conflicts
Clean: simplify previous bugfix
Tests: ran the unit test
Update: Projectile.TestConsistency now checks for number of phys commands issued
Tests: unit test passes
Bugfix: Projectile.TestConsistency - when substepping movement, use the right trace result
Tests: consistency unit test now passes
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Bugfix: TestProjectileEntity now works in C+S
Tests: ran the previously failing unit test
Bugfix: Projectile.Batch - don't over-simulate prjectile when reacting to a hit/ricochet
Also noticed serial test vs entity is failing - will fix next
Tests: single-projectile-batch test passes, but the whole batch fails
Dont try and flee to a monument if you're already inside one (improved)
- Have scientist aim up and down instead of only horizontally (only visual)
- Fix scientists looking at the lkp through walls instead of looking at potential ways the target could be coming from (only when staying in cover for now)
Dont add no go zone if user is in monument, cache IsMonument status on the actual zone itself
updated the diy hammock from blockout to finalised mesh and textures
merge from main (AutoTurret.Server conflicts)
Restored UIBackgroundBlur-IngameMenu mat
Update: ProjectileTests.TestConsistency - debug code to isolate projectile
Still fails on 520, but now with different results(proj moves, but different height).
Tests: ran unit test - fails (expected)
Update: ProjectileTests.TestConsistency - rewrote logic to run both serial and batched in one test
- Removed old serial validation logic
- Renamed PerfSerial test to Performance (since it also runs batched variation)
Detects an issue currently, investigating.
Tests: ran the new test - fails (kind of expected, but still suspicious)
Use plane height for random restricted patrol size destinations and flee positions
fixed abyss skin item def being null (wrong reference name)
Fixed store overlay cart button styling when the pack is owned
rebake CraggyIsland water and height maps - resolves "water holes"
Store overlay pages auto cycling
merge from autoturret_optim (fixes)
Move SH calculations to vertex shader, use Unity shadow fade function for shadow to SHDO transition/blending, remove unneeded interpolators, fixed precision issue causing SHDO flickering when in shadow range.
merge from FrontierGate_Token
merge from store-june-2025
"View in inventory" button leads to the new item after opening a crate
Update: AutoTurret.ProcessInterferenceQueue - remove last float time calc
Think all server-side logic has been ammended
Tests: builds in editor C+S
Added navigation url support to steam inventory
Update: AutoTurret.nextAmmoCheckTime -> double
Tests: builds in editor C+S
Update: AutoTurret.nextForcedAimTime -> double
Tests: builds in editor C+S
added workshop source locker that has shelves and doors
Reduced flickering from dropped flares
Completely remove flickering if limit flashing option is enabled
Remove temp testing walkways
Re pivoted all of the floating walkway prefabs and adjusted the buoyancy points for better movement
Possibly fixed simple floating platforms flipping
Fixed SimpleFloatingEntity running logic if no players are nearby
Copy the terrain water system over to the floating city system so that water level queries work as expected (copied from craggy)
Added a new ForceSpawnPoint component, if this is present in a scene the player will always spawn there (editor only)
Fix out of range exception in PlayerModelCinematicList.UpdateCinematicAnimations when running with bundles in editor
Fix some collision meshes not being R/W
Fixed NREs when opening crate in steam inventory
Switch to loading/unloading scenes async so we can always do it additive
Fixes to get almost in game
WIP using scenes to speed up asset warmup