127,622 Commits over 4,201 Days - 1.27cph!
Update: move analytics-for-server shutdown to ServerMgr.CloseConnection
This shuts down server before steamwroks in SERVER+CLIENT editor - makes editor's lifecycle management less confusing
Tests: confirmed client session end event still fires in editor
Bugfix: ensure session end event gets enqueued for V2 analytics
Tests: monitored in editor, saw it when stopping player
basic initial baked shore vector override component to let us specify zero shoredistance around areas that wouldn't normally result in shorevectors due to a lack of terrain (ghost ships, floating cities)
- will let us stop storm waves just taking over the floating city in storms as they have no terrain to generate shore vectors
Casino dressing exterior dressing progress
Disabled pooling on ghostship for now
Fixed NRE when wiping the deep sea
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xmas floorpapers wip, minor tweaks
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pt_boat_gameplay_pass -> naval_update
Fix 50 call turret attachment points after the model changes
merge from more_cannon_fixes to naval_update
Add `SocketMod_BoatBuildingBlock` to handle only placing cannons on player boats.
Clean: move new implementation into it's own file
Might split it up further, but not needed for now
Tests: editor compiles
Tweaked kitchen set texture to fix metallic/gloss values
Limit cannon deploying only to construction
naval_update -> pt_boat_gameplay_pass
Bugfix: respect rate limiters of AnalyticsTables and avoid mixing data when uploading
- Fixed by creating an accumulator per AnalyticsTable that's managed by uploaders
I need to profile and work on allocs, but it seems to be working
Tests: unit tests and monitored client telemetry
Take a bit longer to place scientists
This ensures they are mounted on the boat correctly
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merge from Charity_plushie2
merge from hackweek_crosshair_customization
merge from mesh-guide-shader-improvements
merge from drone_storage_hotfix
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merge from monument_notification_sounds
deleted old saved shorevector texture
Fix small engine deployment
moved shorevector baking to the Tropical1 scene and reran s2p
DeepSeaIsland set its trees to the deep sea global network group
merge from naval_update/island_scenes
DeepSeaIsland calls Spawn on its hand placed trees, so they're added to the TreeManager
Tropical1: Added some resource spawn for testing purposes
Disabled flattening for now, added realmed remove
boat building platform
- materials and textures including lod3 bake material and textures
- lods + initial prefab setup
Added Coconut Prop Model and Materials
Setup Coconut Prop Prefab, LODs, Colldiers
add store images for decor pack
Better patch solution that should prevent potential "Attempted to read past the end of the BufferStream" exceptions
Tidied up scene hierarchy - floating city 3
Add ServerVar 'global.legacymonumentnotifications' for forcing old monument notification behaviour (UI message, no sounds)
floating city 2, fixing some set dressing that broke as barge prefabs changed