127,735 Commits over 4,201 Days - 1.27cph!

3 Days Ago
Manifest
3 Days Ago
- properly embed navmesh saving and loading in SaveRestore flow - use proper override save/load path if set - use debugEx to not extract stackTrace when logging - respect nav_disable convar - fix empty tiles being null after loading from save, no tile should ever be null even if empty, this causes issue when queuing for rebuild at runtime - consolidate redundant code paths into navmesh init, and add tile - skip saving if navmesh was never built
3 Days Ago
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3 Days Ago
big break-everything refactor on shore vectors where all data is wrapped behind ShoreData structs that are switched as required - all queries have to be made positionally or directly on the relevant ShoreData map - most query methods now passthrough to the correct dataset, some are hardcoded to Mainland data for some questionale pre-existing usage - refactored ShoreVectorQueryStructure to use the ShoreData structs and handle switching between them internally in jobs
3 Days Ago
naval_update -> gun_turret
3 Days Ago
disable streaming on construction guide normal maps while active
3 Days Ago
Fix server tree entities being spawned on both the client attached to the deep sea islands and on the server - modify PrefabpreProcess to always remove child entities from client entities because they should always be realm removed whether the component is attached or not?
3 Days Ago
adding small ramp rig
3 Days Ago
updated rpg skin prefabs/anims and dragon launcher prefabs reserialized
3 Days Ago
radtown t0 crate normal fix
3 Days Ago
Updating 50 cal fbxs with new bones
3 Days Ago
Cleaned up earlier test. Now takes a list of scene items that can be batch rendered. Added "Batch Render Scene Items" context menu. Removed old "test" methods and context menus.
3 Days Ago
Reapply oilrig monument changes for mission
3 Days Ago
Update: Add FallbackUploader - uses primary uploader if enabled, otherwise uses fallback - Added a test that checks it - DryRun is now a per-accumulator settings instead of a global overwrite - lets each uplaoder decide how to act Allows us to setup flexible chains(extra loggers, backups, etc), and more importantly we can emulate current analytics flow Tests: ran unit tests
3 Days Ago
Merge from naval_update
3 Days Ago
floating city 4 update
3 Days Ago
split client/server calls to write baked data
3 Days Ago
fix rotation being inverted
3 Days Ago
Potential fix for ais getting stuck when the last point of their path lies on a boundary edge, and the last edge is perpendicular to it
3 Days Ago
actually finally fix the scaling, missing element was comparing relative shore distance sizes inclusive of dimension and world bounds
3 Days Ago
prison barge - tweaks to culled groups
3 Days Ago
Update: Move accumulators into uploaders - AnalyticsTests.TestUploade has logging enabled permanently to help validate things It was a blocker to implement uploader chains (which I discovered we need for server, but should be quick) Tests: ran unit tests
3 Days Ago
50cal single reload, idle and fire block out animation content
3 Days Ago
Casino barge dressing progress Culling volume first pass
3 Days Ago
UI_StoreGeneralTab.OnOpened NRE fix attempt
3 Days Ago
corrected blit so it scales and rotates properly
3 Days Ago
missing file
3 Days Ago
Clean: rename AnalyticsUploader -> AnalyticsManager Disambiguates from the internal IUploader Tests: compiles in editor
3 Days Ago
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3 Days Ago
Fixed workshop tab background disappearing when pressing escape while in the workshop scene
3 Days Ago
WIP submit of floating city variant 3
3 Days Ago
tweaks to mannequin draw distances via lodgroup
3 Days Ago
Added a loading on the steam inv crate buttons for when you open the menu before it finished warming up Tweaked the budget
3 Days Ago
draw distance tweaks to legs and barges, was displaying baked lod a little early layer change on barge ground surfaces >world
3 Days Ago
Bugfix: apply separator in json-lists aggregation correctly Tests: used accumulator logging to see what is being fed
3 Days Ago
setup culling volumes for oilrig legs tops props and bottom floating debris
3 Days Ago
Update: Accumulators can now log what they're being fed This revealed a bug with json concatenation, should be a quick fix Tests: ran unit tests
3 Days Ago
Removed tarp from plywood_e and added a plywood_f prefab
3 Days Ago
Post merge compile fix
3 Days Ago
Added streaming controller component to the skin viewer camera, fixes blurry textures
3 Days Ago
4k ramp textures
3 Days Ago
Merge from main
3 Days Ago
Merge: from server_occlusion_gen_reorder_narrowphase - Bugfix for ServerOcclusion potentially crashing during generation Tests: generated custom map that had a consistent crash and a default 4.5k procgen editor world
3 Days Ago
Bugfix: ServerOcclusion - don't schedule same SubGrid cells repeatedly for rock intersection It caused more work to be done(this saves ~13s), and in some cases even an out-of-bounds access crash. Tests: generated server occlusion cache for a 6k custom map that had a consistent crash, generated default editor 4.5k proc gen world
3 Days Ago
separate sizes, fixed scaling
4 Days Ago
Fix new notification sounds not responding to volume controls Remove command for debugging oil rig server reset, no longer needed
4 Days Ago
phrases
4 Days Ago
Merge: from main
4 Days Ago
Improvements to dialogue graph speech nodes, they now look nicer FIx for recent change to LocalizationTokenDrawer, label text should now being displayed correctly