127,599 Commits over 4,201 Days - 1.27cph!
Take a bit longer to place scientists
This ensures they are mounted on the boat correctly
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merge from Charity_plushie2
merge from hackweek_crosshair_customization
merge from mesh-guide-shader-improvements
merge from drone_storage_hotfix
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merge from monument_notification_sounds
deleted old saved shorevector texture
Fix small engine deployment
moved shorevector baking to the Tropical1 scene and reran s2p
DeepSeaIsland set its trees to the deep sea global network group
merge from naval_update/island_scenes
DeepSeaIsland calls Spawn on its hand placed trees, so they're added to the TreeManager
Tropical1: Added some resource spawn for testing purposes
Disabled flattening for now, added realmed remove
boat building platform
- materials and textures including lod3 bake material and textures
- lods + initial prefab setup
Added Coconut Prop Model and Materials
Setup Coconut Prop Prefab, LODs, Colldiers
add store images for decor pack
Better patch solution that should prevent potential "Attempted to read past the end of the BufferStream" exceptions
Tidied up scene hierarchy - floating city 3
Add ServerVar 'global.legacymonumentnotifications' for forcing old monument notification behaviour (UI message, no sounds)
floating city 2, fixing some set dressing that broke as barge prefabs changed
updated naval small ramp animations
Scaled the deep sea marker, so it fits when the portal spawns south
Re-export animation to remove cannon offset
Delete old unused TwitchDrops_render_scene, rename TwitchDrops_render_scene_test to TwitchDrops_render_scene
Commit to single render method (previous "test version"), removing menu options.
Added bed to render scene
merge from deployguidedraw_nre_fix
FX Progress
Cannon AO not sRGB space.
Use additive blend and alpha max for heights should solve height blending issues
fix deployguide nre when holding tripod spotlight
Fixed the terrain mesh collider for Tropical1 not being on the terrain layer, was preventing AI from snapping to it properly
S2P Tropical1, no actual scene changes though
Also removed an allocation when setting up the mesh terrain
Casino barge exterior dressing progress
merge from potential_guide_artifact_fix
potential mesh guide artifacting workaround
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.
Add field for setting description of workshop submissions
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