127,556 Commits over 4,201 Days - 1.27cph!

1 Hour Ago
Casino barge exterior dressing progress
1 Hour Ago
merge from potential_guide_artifact_fix
1 Hour Ago
potential mesh guide artifacting workaround
1 Hour Ago
3 Hours Ago
Update: Integrate the new AnalyticsManager into existing logic - Guarded by `analytics.usev2` (default off for now) - Bugfix for rate-limiting being disabled due to mixing Now and UtcNow (whoops) - Added global `analytics.dryrun` and `analytics.log` Did a cursory test in editor using dry running and it seems to be working, but it leaks performance data into player_tick blobs. Need to reorganize accumulators again - always-aggregate isn't always valid. Tests: used above switches and monitored data flow.
4 Hours Ago
Add field for setting description of workshop submissions
4 Hours Ago
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4 Hours Ago
merge from skinviewer_streaming_fix
4 Hours Ago
Added PT boat 50cal ammo mounts
4 Hours Ago
merge from shield_back_fix
4 Hours Ago
merge from twitch_background_nre
4 Hours Ago
merge from radtown_t0_crates
4 Hours Ago
merge from storecheckout_nre_fix
4 Hours Ago
Remove `"flammable" "no"` from 2 PHX bombs `"flammable" "no"` did nothing before, but does a thing now, and apparently these props have had them the whole time. Added MainEyePos, MainEyeAngles, use it for properties.lua These 2 functions store main view's position and angle without being affected by any other view or render.RenderView Fixes properties not being usable if render.RenderView is called at all times Fixed render.RenderView affecting FOV for worldclicker Fixed sun glow overlay not rendering in water Minor viewrender changes from CS:GO * Clamp fog lerp, restore position/angles for reflection/refraction views after rendering Minor optimization for DecalTermAtPos Fixed (near?) infinite loops in EnumerateElementsInBox * This was caused by having mins be bigger than maxs, or negative radius for EnumerateElementsInSphere
4 Hours Ago
Fixed NRE when checking out the cancer research UK plushie
5 Hours Ago
pt_boat_gameplay_pass -> naval_update
5 Hours Ago
Fixed PT Boat prefab Cleanup Scientists now spawning on PTBoat
5 Hours Ago
Fixed missing text on premium modal
6 Hours Ago
Initial work to allow the ai to work on the PT Boat
6 Hours Ago
Move the random storage box into the doorway. You now have to interact with the door to open the pt boat storage Manifest (again)
6 Hours Ago
gun_turret -> naval_update
6 Hours Ago
Manifest
6 Hours 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
Today
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Today
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
naval_update -> gun_turret
Today
disable streaming on construction guide normal maps while active
Today
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?
Today
adding small ramp rig
Today
updated rpg skin prefabs/anims and dragon launcher prefabs reserialized
Today
radtown t0 crate normal fix
Today
Updating 50 cal fbxs with new bones
Today
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.
Reapply oilrig monument changes for mission
Today
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
Merge from naval_update
Today
floating city 4 update
Today
split client/server calls to write baked data
Today
fix rotation being inverted
Today
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
Today
actually finally fix the scaling, missing element was comparing relative shore distance sizes inclusive of dimension and world bounds
Today
prison barge - tweaks to culled groups
Today
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
Today
50cal single reload, idle and fire block out animation content
Casino barge dressing progress Culling volume first pass
Today
UI_StoreGeneralTab.OnOpened NRE fix attempt
Today
corrected blit so it scales and rotates properly
Today
missing file
Today
Clean: rename AnalyticsUploader -> AnalyticsManager Disambiguates from the internal IUploader Tests: compiles in editor