129,178 Commits over 4,201 Days - 1.28cph!

4 Minutes Ago
Fix fully global networked entities not getting killed when the deep sea wipes
22 Minutes Ago
Merge: from analytics_queue_rewrite - Bugfix for missing session-start event from Client, invalid session-end event from Client, malformed json aggregation - Added support to edit upload intervals (tied to existing same server vars) - Adjusted uploaders for some tables to avoid trying to send to our backend Tests: unit tests + manual testing on Craggy (S+C mode) and Bootstrap (C only)
33 Minutes Ago
Merge: from main
35 Minutes Ago
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48 Minutes Ago
Update(editor): AnalyticsV2 - emit session start event This is to make validating analytics on the backend easier (as this helps to form a full session) Tests: with logging enabled observed session-start being fired before player_connect for server is sent
55 Minutes Ago
Attack update
1 Hour Ago
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1 Hour Ago
Update female torso skin weights to fix neck seam
1 Hour Ago
merge from shorevector_disabled_terrain_fix
1 Hour Ago
rebaked Tropical 3 and 4, slope data was broken
1 Hour Ago
handling disabled terrain properly in shore vector bake
1 Hour Ago
Static string lights optimization / made them all one material and enabled batching
1 Hour Ago
Krieg shotgun viewmodel updates - Deploy into ADS fixed - Timing of reload exit fixed - Fire anims match response time, fire rotation speed increased on cylinder
2 Hours Ago
Small boat crane prop LODs and COL, prefab setup
2 Hours Ago
Fix chainsaw viewmodel fx not showing up
2 Hours Ago
Optimized lanter.static prefab used in monuments and floating city. Disabled shadow casting on the light and created a new opaque material for the glass
3 Hours Ago
Disabled all shadow casting lights inside the medical bay tent to help with flickering tarp shadows Removed shadow casting from the static lantern via override in the medical bay tent Fixed a few small bugs in the medical bay
3 Hours Ago
Removed deep sea island tree spawning code, not needed anymore
3 Hours Ago
Merge from parent
3 Hours Ago
merge from deep_sea
3 Hours Ago
Added "Cannot build in the deep sea" toast when trying to build in the deep sea
3 Hours Ago
Update: AnalyticsV2 - add support for changing upload intervals - made RuntimeProfiler and TickLogger adjust their intervals Tests: enabled runtime profiler and changed interval - confirmed sent when expected
3 Hours Ago
Update: AnalyticsV2 - restore gameplay_events upload interval Accidentally submitted while testing it yesterday Tests: none, trivial change
3 Hours Ago
corrected buoyancy using almost none of the correct DeepSea data sources for querying wave information
4 Hours Ago
more bug fixes on level
4 Hours Ago
merge from naval_update
4 Hours Ago
merge from deep_seaa
4 Hours Ago
Set tropical3 and tropical4 terrain to Terrain layers Rebaked shore vectors and S2P
4 Hours Ago
Made a proper material for the sea floor of the deep sea
4 Hours Ago
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4 Hours Ago
prop fixes
4 Hours Ago
merge from naval_update
4 Hours Ago
floating city 4 bug fixes
4 Hours Ago
Bugfix: AnalyticsV2 - don't spam "appended 0 bytes" when logging is enabled Tests: none, trivial change
4 Hours Ago
Bugfix: AnalyticsV2 - ensure events sent at shutdown have valid steam tickets Done by pumping steam event queue while analytics thread is shutting down Tests: unit tests and ran Client mode in editor
5 Hours Ago
merge from fix_boat_paste -> naval_update
5 Hours Ago
Add error log indicating what entity failed to paste when exception was thrown
5 Hours Ago
Fix NRE when loading a steering wheel without SteeringWheel protobuf - fixes pasting boats in completely broken physics state - old boat pastes still may not work
5 Hours Ago
Walkway optimization / reduced LOD distances, made some modules cull faster, disabled shadowcasting on some small modules where it made sense
5 Hours Ago
Increase deep sea terrain distance from 600m -> 750m
5 Hours Ago
seat changes
5 Hours Ago
Rear turret reload animation actually walks up to the rear turret rather than having fixed feet Fix issues with the turret rotation not being set to 0,0
5 Hours Ago
One shot animation system changes: Fix incorrect full body mask Make additive argument actually do something Enable/Disable leg animator rather than just blending weights StopCurrentOneShot will nuke any previous running coroutines
5 Hours Ago
Moved farm vendors up to prevent clipping through floor
6 Hours Ago
Bugfix: AnalyticsV2 - only recycle auth tickets if not consumed them - Added extra checks for early steam shutdowns Previously we would eagerly cancel tickets, which is not api-appropriate. Now only doing so if either an exception occured or we're in dry-run mode Tests: ran unit tests. Still can't catch why auth ticket is sometimes null on shutdown
6 Hours Ago
Merge from boat_building
6 Hours Ago
Auth placement/building fix
Today
Fixed zfighting planks in supplies barge. Fixed floating cloth and some prop alignment in FC2 and ran S2P. Added wheel to small refinery; both deployed and static version
Today
Fixed floating island map marker text not marked as non static
Today
merge from main