129,297 Commits over 4,201 Days - 1.28cph!

20 Minutes Ago
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22 Minutes Ago
Krieg shotgun viewmodel updates - Camera shake now matches pump - Added camere effect to ADS fire - Only plays the ADS fire if staying in that state - Blend/transition updates in the animator
26 Minutes Ago
Added leg and feet separation to the mannequins
49 Minutes Ago
- Add ability to hide mission markers on map and compass per objective. Set this up for underwater labs mission, so compass marker disappears whilst within the vicinity of the lab. Marker stays visible on map to indicate the general mission area - Modify mission location to belong to each objective rather than a single mission location belonging to the mission instance to enable having more than one marker for a mission active at once (not fully setup yet) - Add some client equivalent methods on missions for Think and OnObjectiveStart. Did not end up using these but leaving them as could be useful - Separate out the methods for flagging missions protobuf data as dirty and saving that data. Saved a few instances where we were uneccessarily generating and sending data more than once in a server update cycle - Made ObjectiveStatus poolable and removed associated allocations - Fix kill entity mission objectives being incremented twice if kills from team members are enabled - Fix mission fail timer not using Unix time - Bump network protocol due to updated protobuf
54 Minutes Ago
removed all the debug logs I forgot about
55 Minutes Ago
added TriggerParentDelayedExit that defers Unparenting by small amount, allows bridging small gaps in parent volumes seemlessly without needing to find them algorithmically - replaced all TriggerParnet in BoatBuildingBlocks with this
1 Hour Ago
Enable repair for boat building station
1 Hour Ago
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1 Hour Ago
Merge from boat_building
1 Hour Ago
Merge from parent
1 Hour Ago
Floating city 3 / replaced redundant entities / scene2prefab
1 Hour Ago
Remove dismount transforms from PlayerBoat prefab
1 Hour Ago
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1 Hour Ago
Optim: Set Pool<BufferStream> capacity to 32k (sum of NetRead and NetWrite caps) We end up eating up default capacity on busy servers(1.1k BufferStreams on 330p server), causing allocs. This should help avoid that. Tests: none, trivial change
1 Hour Ago
Shortened bird poo decal effect. Cabin no longer enterable
1 Hour Ago
Remove dismount overrides from PlayerBoat now they're not needed
1 Hour Ago
Renaming paintball rig
2 Hours Ago
Adding paintball gun rig
2 Hours Ago
merge from parenting_improvements
2 Hours Ago
compile fix for BaseMountable change - switched out client-incompatible check to an explicit disabling of the behaviour from the vehicle parent instead - set flag on PlayerBoat only
2 Hours Ago
Refactors to LoadedAmmoWorldModel from feedback
2 Hours Ago
Optim: UsePlayerTasks - pre-allocate NetWrites when sending snapshot queues This should reduce contention on the Pool<NetWrite>'s lock and let worker threads blast as fast as possible. Will need to revisit after measuring the pre-alloc overhead for main thread. Tests: On Craggy with UsePlayerUpdateJobs 2 flew away from island's network range then back - entities were where there have been before flying away.
3 Hours Ago
Restore return for invalid dismount positions, not affecting us anymore after moving seat positions
3 Hours Ago
Replaced redundant entities with props in all floating city barges and walkway prefabs Created a prop version of the electric furnace prefab
3 Hours Ago
Large oilrig S2P (fixes old scientists spawning again after merge from main 134314)
3 Hours Ago
merge from parenting_improvements - just the stairs parenting volume
3 Hours Ago
gave boat stairs their own parenting trigger volume
3 Hours Ago
Merge from bbb_deploy_changes
3 Hours Ago
Fix hit particles not rendering
3 Hours Ago
Disable MarkAttackerHostile on two more entities
3 Hours Ago
Fix MountedWeaponSeat NRE
3 Hours Ago
Push the wander direction away from the wall if it gets too close. Hopefully this will stop scientist boats congregating at the corners of the deepsea for no reason
3 Hours Ago
naval_update -> pt_boat_2
3 Hours Ago
scientist_boats_gameplay_2 _> naval_update
3 Hours Ago
pick up fuel when picking up boat engine
3 Hours Ago
Fix fingers not working on reload animations
4 Hours Ago
More PlayerBoat prefab cleanup
4 Hours Ago
merge from fix_ice_skin_particles to fix chainsaw fx lighting issues
4 Hours Ago
Merge the two separate layers/loops into one for GetDeployedEntities
4 Hours Ago
Fixed broken towel lods and floating props in casino
4 Hours Ago
Deep sea icon for the map and death screen toggle button
4 Hours Ago
Remove BoatBuildingBlock.ForceDeployableSetParent override. BoatBuildingStation.GetDeployedEntities() now grabs consutrction layer non-building block entities (doors, windows, etc) to parent them instead of relying on previous BBB override.
4 Hours Ago
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5 Hours Ago
Removed the collision on the deep sea portal buoys
5 Hours Ago
merge from boat_mountable_fixes
5 Hours Ago
set steering wheel as DirectlyMountable, behaviour is the same but shortcuts checking the vehicle parent MountInfo in some cases
5 Hours Ago
check whether the BaseMountable is a MountPoint for its vehicle parent when checking HasValidDismountPosition - already being checked for retrieving the actual positions, this just stops the menu item being hidden in some cases
5 Hours Ago
single 50cal animation update
5 Hours Ago
Fixed error with towel LOD materials
5 Hours Ago
merge from deep_sea