127,694 Commits over 4,201 Days - 1.27cph!

16 Minutes Ago
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43 Minutes Ago
xmas floorpapers wip, some more minor tweaks
46 Minutes Ago
AI aim direction translation fixes Aim pivot fixes AI will only fire if its aim is within 5 degrees of the target
1 Hour Ago
AI can now point the boat turrets at players (their current target) Remove items from PT boat turret operators AI support setup for PT turrets
1 Hour Ago
bouncing planks setup
1 Hour Ago
Fixed cargoship oil rig avoidance
1 Hour Ago
Added basic blueprint fragment chance to military crate, large underwater crate, junkpile scientists, and roadside metal detecting
1 Hour Ago
Update: if either logging or dry run is enabled, log uploader activity Previously it was editor only, and you had to enable dry-run specifically to get those logs. This makes it easier to work with. Tests: none, trivial change
1 Hour Ago
Bugfix: in editor with SERVER+CLIENT send client records to client gameplay AnalyticsTable Not sure if it's technicall bug, but it did differ from original logic Tests: logged activity in the editor
1 Hour Ago
SAP anim and audio updates
1 Hour Ago
4k cannon textures
2 Hours Ago
Optim: wind down AzureAnalyticsUploader when UseV2 is active Gets rid of async tasks that are generating allocs while waiting for work Tests: in editor activated v2, waited till upload happens, then disabled and waited for normal upload
2 Hours Ago
Fix buried items error when loading a save file
3 Hours Ago
Removed floating behaviour from floating walkway chunk. Added ladder volumes to floating city 3.
3 Hours Ago
rpg skin prefab gun scale set to 7.5 in z and latest anims exported
3 Hours Ago
pt_boat_gameplay_pass -> naval_update
3 Hours Ago
Disable BoatAI debug.log
3 Hours Ago
Update: name the analytics thread Tests: dry run in the editor
3 Hours Ago
Optim: reduce allocations by relying less on async/await - Use a Thread instead of a Task for internal AnalyticsManager work (this also fixed editor 10s shutdown delay) - Allow internal upload tasks to run in parallel instead of waiting on sequential completion Previously it would frequently GC, now it's back to normal Tests: ran in editor in dry run mode. ran unit tests
3 Hours Ago
Fixed LOD materials on farm barge tarps
3 Hours Ago
Static versions of boogie board, paddle, etc. Replaced deployable proxies in scene and food market barge prefab with static versions.
4 Hours Ago
Add section for uploading custom preview images to the workshop directly, rework publish tab to use scrolling + flex elements
4 Hours Ago
naval_update -> pt_boat_gameplay_pass
4 Hours Ago
Spawn PT boat in the deepsea alongside a couple of the smaller boats
4 Hours Ago
PT Mesh update
4 Hours Ago
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4 Hours Ago
Removed old placeholder prefabs from BBS. Deleted previous BBS blockouts.
4 Hours Ago
Merge from naval_update
4 Hours Ago
Setup boat building station prefab with art prefabs, modified colliders. Applied materials.
4 Hours Ago
Update: add profiling markers to AnalyticsManager and it's uploaders Tests: ran in editor
4 Hours Ago
Merge bitmapped_damage_tracking → indirect_instancing
4 Hours Ago
Implement bitmapped damage tracking
4 Hours Ago
Tropical1 tree fixes
4 Hours Ago
commit _b material for platform
5 Hours Ago
Update: FPUploaderImpl - add a warning in case someone attempts to feed it non-json AnalyticsTable Tests: none, trivial change
5 Hours Ago
Boat ladder prefab tweaks
5 Hours Ago
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5 Hours Ago
merge from naval_update
5 Hours Ago
merge from naval_update/deep_sea
5 Hours Ago
Update: append AnalyticsTable name when logging accumulator activity Tests: none, trivial change
5 Hours Ago
merge from more_cannon_fixes
5 Hours Ago
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5 Hours Ago
Remove debugs and extra print statements
5 Hours Ago
pt_boat_gameplay_pass -> naval_update
5 Hours Ago
PT Boat Deepsea now driven properly by AI