127,664 Commits over 4,201 Days - 1.27cph!
Merge bitmapped_damage_tracking → indirect_instancing
Implement bitmapped damage tracking
commit _b material for platform
Update: FPUploaderImpl - add a warning in case someone attempts to feed it non-json AnalyticsTable
Tests: none, trivial change
Boat ladder prefab tweaks
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merge from naval_update/deep_sea
Update: append AnalyticsTable name when logging accumulator activity
Tests: none, trivial change
merge from more_cannon_fixes
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Remove debugs and extra print statements
pt_boat_gameplay_pass -> naval_update
PT Boat Deepsea now driven properly by AI
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Initial boat ladder item and prefab setup.
Update: accumulator log now also outputs byte size (pre compression if there is one)
Tests: none, trivial change
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Added a tooltip on the deep sea map marker
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Bugfix: fix false "EventRecord pooling error" when disabling analytics.usev2
Hoping to rip it out once we fully convert to v2
Tests: unit tests + enabled-disabled in editor
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Sails/planks/anchors/steering wheels can no longer be placed on normal construction
You can't no longer use a normal planner on boat netting,
Hulls no longer work on normal terrain.
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merge from naval_update/deep_sea
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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