135,412 Commits over 4,293 Days - 1.31cph!

Today
Merge from main
Today
DeployVolume entity group lists now respect the entityMode field Switched the storage adaptor deploy volume collision check to ignore wooden boxes (will still be affected by prevent building check) Converted entity list to a EntityGroup for easier management
Today
Icon commit pt 2
Today
Icon commit pt 1
Today
Added a placeholder charm selector to the skin selector box in the crafting screen Added support for adding arbitrary PropRenderers to the Icon Geneartor manifest (very hacky, needs some cleanup)
Today
Convert AccessoryManager into a singleton scriptable object Add a new AccessoryItem class, derives from SteamInventoryItem, basically a skin that points to a charm prefab Convert spawning processes into GameManager so we can use pooling Store a selected charm per item in PlayerPrefs, similar to how we store the selected skin per item
Today
Merge from main
Today
Merge from naval_update
Today
Minor TestRunner refacto
Today
Don't turn on all child objects of culling volumes, was only needed to work around an editor bug
Yesterday
Merge: from useplayertasks_removegroupocludee_nre - Bugfix for NREs and errors when using -enable-new-server-occlusion-groups - Unit tests to cover parts of old logic and entirety of new logic behavior. 20 tests totaling 255 permutations. Tests: unit tests + 2p on craggy with noclip, teleportation, disconnect, killing sleepers and using OcclusionValidateGroups
Yesterday
Added progress bar, some layout changes TestRunner can return its progress at anytime when running tests
Yesterday
Clean: Calrify in a comment what provisions does new logic can guarantee Tests: none, trivial change
Yesterday
Merge: from main Tests: none
Yesterday
Merge: from useplayertasks_removegroupocludee_nre Tests: unit tests + bunch of manual tests
Yesterday
Bugfix: OcclusionValidateGroups - fix a false positive by inverting a subscription check Was testing subscriptions from perspective of occlusion group participants, not the owner of the group (and the group tracks what the owner is subbed to) Tests: teleported away then spammed OcclusionValidateGroups - no more "stale participants" messages for a short second
Yesterday
Fixed NRE when disconnecting from a server while in the deep sea
Yesterday
Bugfix: OcclusionGroup - handle case when player reconnects and reclaims his sleeper - Added unit tests - Reconnect(4), KillSleeper(4), KillSleeperAndReconnect(8) and DieAndRespawn(4) Tests: unit tests + 2p on Craggy with p2 reconnecting near p1. used OcclusionValidateGroups (need a minor fix)
Yesterday
Update manifest
Yesterday
Adjusted deep sea vertical bounds to match height of mainland bounds, fixes projectiles getting shot out of the bounds triggering a packet flood kick
Yesterday
stopgap water sky reflection until we have the water refl probe in RRP
Yesterday
merge from main to fix_manifest_errors
Yesterday
Stop NPC_Citizen lobbing healthkits and NPCs Fix NPCs being unable to pickup constrained weapons * Specifically the first spawnflag "Start constrained", which caused a potential progression stopper on ep1_c17_02a Add Combine Shotgunner Playermodel texture with colorable eyes Update Odessa playermodel * Consistent phong usage on face material (consistent with citizens) * Fixed mouth faceposing Dynamite no longer uses timer.Simple, and clamps delay to 3600 Apply some checks for a potential crash issue * Would crash with a message instead of silently Limit Material() in menu state Fixed Lua error counts in Problems panel being covered up by Copy btn Fix killfeed showing neutral/fearful NPCs as friendly * When killed by the player specifically
Yesterday
Update: adapt OcclusionValidateGroups to new logic Tests: used it in various scenarios in 2p on Craggy. Spotted a bug for reconnecting players, need to add a unit test and fix
Yesterday
Update: OcclusionGroupTests - added LaggyTeleport test Think I'm done, going to do a bit of manual testing and merge it back Tests: unit tests
Yesterday
Update: restore lastPlayerVisibility support in new logic - updated tests to validate corret removal of timestamp Just have one last test to implement, and it's done Tests: ran unit tests
Yesterday
- Fix parented players being at odd starting rotations - Enable AI only parenting on: PTBoatDriver PTBoatPassenger Small Boat Passenger RHIB Driver
Yesterday
fix occasional single-pixel ocean line in canyons
Yesterday
paintable window fixes
Yesterday
merge from main
Yesterday
current progress for skin blocks parts and material
Yesterday
Test list
Yesterday
Can run tests using the window when out of playmode, clicking run will start playmode and run the selected tests when possible Ground work for the future dashboard implementation
Yesterday
Update: prep unit tests for lastPlayerVisibility validation Tests: ran unit tests
Yesterday
Paintable Reactive Target - Updated IO ports positions, updated model and textures to support the new IO ports. Rigged model remains the same so it needs updating and setup
Yesterday
Reimplement parenting logic
Yesterday
merge anim fix to main
Yesterday
main -> mountplayersync_ai_bypass
Yesterday
add "Affect Occlusion" toggle to detail blend layer, makes blend layer interact with base layer occlusion (lerps it white with the blend weight)
Yesterday
Fix edge case with playable graphs already being setup when spawning a player model, immediately set isPlayableSetup rather than next frame.
Yesterday
Update: OcclusionGroupTests now check if 2nd player in a test only references itself in the group Tests: ran unit tests
Yesterday
Salvaged cleaver animation blend adjustments
Yesterday
Added gibs for stone component box
Yesterday
Clean: extract a bit of code to handle initialization Tests: ran all unit tests
Yesterday
Merge from naval_update
Yesterday
Merge from main
Yesterday
- Don't process which missions are available for a player if they have an active mission, or if they are talking to an NPC to complete a mission - Request a missions update if the deep sea opens/closes whilst our map is open, not only when the deep sea opens - Other minor fixes
Yesterday
Update: rewrite OcclusiongGroups logic to be simpler - updated unit tests with new expectations Each player now has their own occlusion group that they modify as they navigate network grid. OcclusionGroups are driven by network subscription logic. Got couple TODOs and couple unit tests to add, then done Tests: ran unit tests, all passed
Yesterday
S2P islands for ai zones