243,017 Commits over 3,898 Days - 2.60cph!
Update: Avoiding multiple GameObject instatiation in CompanionServerTests
There's now one testDummy that can be used as a component storage. This allows to have proper "alive" components. This revealed a couple issues (late database cleanup leading to locks, not fully configured clan participation) which I've fixed.
Tests: reran all tests multiple times - all green
Only do parent rpc if we're network root
Test trying to reduce packet sizes a lot
Don't swallow shortcuts on same widget.
Make all tool shortcuts target the SceneViewportWidget
Probably fix random TrySpawn exception
Add masking to EnvironmentFishCritter shader (untested at all)
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Update: Added Subscription-related tests to CompanionServerTests
2 more down, 2 to go.
Tests: ran all tests multiple times - all green
Moved this photoshop file outside of assets so it's not as confusing
Updated stag ragdoll character joint limits
Add command to draw navmesh in game
Fix black cubemap fog on hammer
Cubemap Fog can be tinted, takes tint from main skybox as well https://files.facepunch.com/sam/1b3111b1/XWpxvX189A.png
sky.shader: g_flBrightnessExposureBias and g_flRenderOnlyExposureBias makes no sense when there's tint, barely any existing skyboxes used it properly
Update SkyBox2D component to apply tint to IBL environment probe
https://files.facepunch.com/sam/1b3111b1/G0298YogbO.png
Update: Adding EntityInfo related tests to CompanionServerTests.cs
2 down, 4 to go.
Tests: ran all unit tests multiple times - all green
Clear usage data on list update
missing Intersects2D function
Fixed Entity:RemoveAllDecals not working on players serverside
Update: Adding Camera-related tests to CompanionServerTests.cs
This adds 3 more (total 13, 6 to go). These tests don't setup an environment to validate the full flow, but they do prove that request handling is correct.
Tests: ran all tests multipel times - they pass.
exported edited DPV anims and created ascend/descend anims
Add filtering and sort options to upload wizard
https://files.facepunch.com/tony/1b3111b1/sbox-dev_QolpF2YDXn.png
Adding sunburn page to the DLC tab
Spotlight Refresh, New mesh, materials, textures, LODs and collision. Updated existing prefabs.
Add voice transmitter to network stress scene
Eroded plaster tests on jungle ruins. Removed obsolete textures.
Fix NRE for non-english layouts
Branch for experimenting and fucking around with networking w/ diagnostics
Update: Adding Clat-related tests to CompanionServerTests
This adds 4 mote tests. Added test-related funcitonality to ClanManager to init/deinit.
Tests: ran new unit tests individually, together with rest, multiple times - all pass.
test cases for gjk distance - covers most edge cases from different features (vertex/edge/face)
Move scene shortcuts back to static class now that they work properly (ty sol)
T1 SMG
viewmodel
world model -> LODs
textures and materials
basic/initial prefab setup
fixed mistake in SquareDistance
Add TargetOverride to ShortcutAttribute so you can target a certain widget type from another class. Useful for tools/extension classes.
Make Grid Shortcuts to type Window. Make mesh editor binds target SceneViewportWidget so the binds only register when focusing the scene viewport AND when in the correct tool.
Generate tiles in chunks to avoid potentialyl running out of memory on massive maps
Mount assembly filesystem here too
Replaced OBB Distance and Intersection functions with accuracte implementations
- GJK for distance functions, cheaper SAT for intersection
- square distance function is also replaced, but it still has to run the GJK algorithm so the savings on it are marginal
memset LightIndexMapping so it doesn't contain junk
Only if static shortcut actions have no widget target, fallback to window and exclude from swallowing behavior
Only fire global input handlers once at app-level
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Mount assemblies from downloaded packages
Nicked - WIP art pass for Refinery map
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Make net_debug work in game
Added EditorShortcuts.IsDown. Added binds for scene movement (W,A,S,D,Q,E) so they can be rebound in the editor.
Made F3 Shortcut type Window instead of Application.
Fixed W,E,R binds not working for object tool being set automatically
split unique environment spawn components into categories for finer filtering
added ue_oasis_a unity scene