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support live edit of biome fog shore distance falloff in editor
Update: projectile-water test via Craggy
Pretty close to covering all cases
Tests: ran new tests
Update: Projectiles that are managed by unit tests only run 1 substep
Tests: projectile unit tests now pass
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)
merge from indirect_instancing (code only)
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