135,046 Commits over 4,293 Days - 1.31cph!

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Bugfix: OcclusionGroupTests - fix TestVisibilityAfterMovementAway(oldLogic, Dead) tests Updating subs when in limbo unsubs you from limbo group (funky, but legal). Old logic ends up with empty groups (okay for it), but new logic ends up with an invalid occl group Tests: ran unit tests, 4 failures left
18 Minutes Ago
Bugfix: OcclusionGroupTests - fix TestVisibilityAfterMovementAway(*, OutsideCell) tests - Handle the fact that new occlusion group logic eagerly cleans up occlusion groups when moving out of range, even before subscription tick - Fix invalid assertion for old logic when p2 moves, before subscription tick Tests: ran tests, now 8 failing (all related to Dead players)
29 Minutes Ago
Tests: OcclusionGroupTests - add TestVisibilityAfterMovementAway tests (32) Tests: ran new unit tests, 14 fail
38 Minutes Ago
hooked up workshop source to sks skinnable
41 Minutes Ago
added night ambience sounds to the deep sea islands
41 Minutes Ago
fixed paintable reference on XL lightup frame referencing the whole prefab not just the lod0
47 Minutes Ago
sks obj files
52 Minutes Ago
Easel fix, small and medium ornate frame fix
1 Hour Ago
Tests: OcclusionGroupTests - Visibility tests now update network groups and update subscriptions This validates that subscription mechanism works on a basic level Tests: all 42 unit tests pass
1 Hour Ago
SKS skinnable , still need to set up workshop source
1 Hour Ago
Boat ai will now only drive the boat to 90% of its max speed, this allows players to be able to go slightly faster than them and get away (setup with a convar as well)
1 Hour Ago
Merge from artist_pack_dlc_old/paintball_overalls
1 Hour Ago
Bugfix: OcclusionGroupTests - use AreEquivalent instead of AreEqual when comparing occlusion groups Old logic and new logic end up with differently ordered occlusion groups - but in real world we don't care about order Tests: all 42 unit tests pass
1 Hour Ago
merge from fixed artist_pack_dlc_2 branch to newly constructed artist_pack_dlc
1 Hour Ago
merge from fixed ornate frames branch
1 Hour Ago
Fixed Cherry-picked branch
1 Hour Ago
2 Hours Ago
Bugfix: Eagerly initialize occlusion groups when player spawns When player's network group switches on spawn, it's treated as a bot, so doesn't create an occlusion group, but it might be awhile till next group switch, so player might have uninitialized occlusion group for a bit. Tests: unit tests - 42/45 pass
2 Hours Ago
Merge from naval_update
2 Hours Ago
Merge from main
2 Hours Ago
boat_ai_patrol_aggression_fix -> main
2 Hours Ago
Think time 10 seconds -> 5 seconds
2 Hours Ago
boat_ai_patrol_aggression_fix -> main
2 Hours Ago
Fix boat ai getting stuck patrolling oil rig and not actually engaging a player driving up
2 Hours Ago
Fix client compile error
3 Hours Ago
Optimisation for EnvironmentManager.Check - No longer converts the physics overlap collider buffer to a list - Returns true as soon as a valid environment volume collider is found rather than always iterating through all colliders
3 Hours Ago
Bugfix: OcclusionGroupTests - handle dead players in limbo All TestVisibility* tests pass for old logic Tests: ran unit tests
3 Hours Ago
Commit progress on mission "can accept" improvements - Split up work between client and server. Server checks if missions are valid, this result is the same for all players and does not need to be regenerated at the request of each player. Clients use this result + checking themselves if they could accept this mission for things like mission provider map marker visibility. - Removed "relative to" position generator type "player" as this no longer works for generating positions in a player agnostic way before missions have been accepted. Replaced each case where this was used in mission position generators, all missions should still be functional as before using alternative position types. - Modify blocked points so that they work properly with positions being generated in advance of missions being accepted. - Misc minor mission related optimisations. TLDR: Restoring mission provider map marker functionality whilst also fixing problems of these being misleading due to discrepancies between the client and server for if missions can be accepted.
3 Hours Ago
Fixes for battery hunt mission
3 Hours Ago
Fix new scientists not playing static sound effect on death
3 Hours Ago
Bugfix: OcclusionGroupTests - use RespawnAt to be put in the right position for RespawnFromDead players This makes 3 unit tests pass Tests: ran unit tests
3 Hours Ago
Fix new Scientist using wrong headshots sounds
3 Hours Ago
Prevent another "Look rotation viewing vector is zero" error
3 Hours Ago
Fix scientist visual aiming being a bit offset, reduce snapping in aim/legs, has the side effect or currently removing the bend forward when sprinting
3 Hours Ago
Bugfix: PlayerInventory - make GiveDefaultItems safe, report errors instead of NREing - GameManager.InUnitTest is now available outside of UNITY_EDITOR as always-false const Tests: more unit tests related to RespawnFromDead pass
3 Hours Ago
merge from main
3 Hours Ago
added wip LNY26 items, set up skin assets with temporary descriptions and names, based off of existing items, updated manifest and engine.json
3 Hours Ago
Update: OcclusionGroupTests - introduce another player spawn state, RespawnFromDead - setup default itemList for ItemManager when running unit tests, as it's assumed to always be there Another assumption that I had proved wrong - when players are spawned, they can stay dead (for example, game mode can prohibit spawning for a time) Tests: ran unit tests, more borkage
3 Hours Ago
improved 3p paintballgun reload anim
4 Hours Ago
wood box icon updated, prefab updated, added panel title, updated localization
5 Hours Ago
uv fix for bbq proper rotation for bbq fbx and prefab
5 Hours Ago
wood box game textures & material
5 Hours Ago
Bugfix: OcclusionGroupTests - setup valid world bounds for unit tests - added netgroup visibility precondition testing, if that fails, then the test setup is wrong Empty bounds were causing group layers to sometimes become TutorialIsland, which break visibility Tests: ran unit tests, more pass
5 Hours Ago
removed hand fidgeting from vm paintball gun idle animation
5 Hours Ago
Bugfix: OcclusionGroupTests - correct expectations of visibility Tests: ran unit tests, more pass, but still mostly borked
6 Hours Ago
Reworked Tropical1 island so that its seabed no longer sits deeper than the other islands. No longer clips through the base plane, with under-world foliage looking all hacky and bad.
6 Hours Ago
Tests: OcclusionGroupTests - add players that spawn as sleepers or dead I assumed newly connected players always spawn as sleepers, but that's wrong - could explain an active NRE. Tests: ran unit tests (most still borked)
6 Hours Ago
Updating paddle anims to loop