128,100 Commits over 4,201 Days - 1.27cph!

Yesterday
Bugfix: no more use-after-free for Frametimes - also reimplemented the fix from previous CL, as it was part of the problem Tests: in editor spawned on craggy and opened main menu for multiple client analytics ticks - no more exceptions
Yesterday
Disable overlay canvas when the menu is not visible
Yesterday
Commented UIExtraCallbacks, not used as UI particles aren't working in builds
Yesterday
Disable the loading spinner gameobject in the home hero modal when its hidden, was causing canvas rebuilds
Yesterday
Update: Client Analytics - categorize client frametimes, gc_count and lagspikes - Bugfixing leaking a couple List<TimeSpan> containers We now filter those out to InGame, MainMenu, Inventory, Crafting, Contacts and Map frame types and aggregate per type. Everything apart from InGame aggregates slightly reduced info set. New analytics is backwards compatible. Tests: left it running with debug logging. relevant info seems to come through. There's a bug with use-after-free of List<TimeSpan> - will fix next
Yesterday
First implementation of hybrid monster meshes
Yesterday
Ballistics::GetBulletHitPoint now supports an ignore entity, so that I dont need to make sure it has a clear LOS Minor rear PT Boat turret changes
Yesterday
tropical2 s2p
Yesterday
baked tropical2 shorevectors
Yesterday
handle inactive terrain in bakes
Yesterday
deep sea shorevector map initializes as ocean
Yesterday
Prevent fire extinguisher from dismounting the current player on the pt boat
Yesterday
hull.triangle sockets setup
Yesterday
Initial setup to fix scientists trying to shoot through glass
Yesterday
Fix scientist corpses showing "ScientistNPC2" in the loot panel, instead of the localized name for (previous commit didn't go through)
Yesterday
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Yesterday
Add debug.debugclippingchecks: - Prints out what colliders are causing cllipping to fail - Still keep the performant route for regular gameplay
Yesterday
Fix scientist corpses showing "ScientistNPC2" in the loot panel, instead of the localized name for scientists
Yesterday
Fixes, improvements, socket tweaks.
Yesterday
Rejigged LODs in mannequin variants
Yesterday
re-attached baked shore vectors after accepting source from last merge, reran s2p
Yesterday
merge from deep_sea
Yesterday
Fix player model playable graph NRE on other players.
Yesterday
Remove log
Yesterday
Removed the menu code caching and unregistering texts from TMP DoRebuild, not needed anymore
Yesterday
Backported m_IsTextObjectScaleStatic field from newer TMP versions, that let us avoid the slow and useless (99% of the time) TMP_DoRebuild checking the scale of every registered texts every frame. Saves ~0.3ms every frame Default to true, we'll have to manually update all the texts getting their scale updated at runtime, don't think we have a lot of them
Yesterday
Add more descriptive error logs to help find cause of NRE NpcBarkComponent.PlayConversation
Yesterday
Fix Cannon.adminfire dict same key add error, ai noises now have a unique id for comparison purposes
Yesterday
Set-up some prefab variants of mannequin for set dressing, replaced placeholder in supplies barge.
Yesterday
PT boat turret update
Yesterday
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Yesterday
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Yesterday
Better soft mask canvas caching
Yesterday
Set boat scientist mission hunt objective to only progress if the objective has started
Yesterday
More work arounds for dodgy clipping checks on the pt boat
Yesterday
SoftMask uses graphic's canvas when possible instead of polling the nearest canvas
Yesterday
Toggle the canvas component of the menu UI when its not visible Causes a small spike when opening it, but saves us some UI overhead when its not visible Also causes a 40b alloc every frame because of SoftMask, need to look at it next
Yesterday
Fix potential index out of range exception when displaying mission rewards during conversation
Yesterday
disabled relief mapping on fish piles material
Yesterday
fixed zfight on boat low wall posts when adjacent
Yesterday
Fix clipping mount positions on the pt boat (was causing the scientists to be booted from the boat) Delay spawn scientist invoke by 100 ms
Yesterday
Fix mission item pickup being setup wrong on small oil rig
Yesterday
RPG7 - updated viewmodel, WIP textures
Yesterday
Merge from naval_missions