128,714 Commits over 4,201 Days - 1.28cph!

Just Now
Merge from boat_building
Just Now
Merge from steering_wheels_fix
Just Now
merge from main
3 Minutes Ago
Merge: from analytics_queue_rewrite - New analytics uploading backend, disabled by default (analytics.usev2) - New debug vars - analytics.log and analytics.dryrun Tests: unit tests, used both old and new analytics backends and monitored logs
8 Minutes Ago
Sail gibs
12 Minutes Ago
Updating small ramp rig skinning
29 Minutes Ago
disabling shadow casting on late LODs of casino CH47
30 Minutes Ago
boat small ramp anims exported at origin
39 Minutes Ago
disabled shadow casting on barges LOD1 and up, same for security tower as its shadows are barely visible after first cascade
53 Minutes Ago
Merge from parent
1 Hour Ago
Increase grass distance max clamp
3 Hours Ago
Add overrides for the last few LODs in the interior of the ghost ship so they cull correctly Mark a bunch of LOD materials on the ghost ships as GPU instanced for better batching Mark some lower LODs as not shadow casting
4 Hours Ago
Added deep sea "biome" for: - Color grading - MaterialConfig This works different than other biomes: - The deep sea "biome" is never blended with other biomes, as it's a separate instance - This is helpful, since the terrain biome map only has 4 channels (+ the absence of any of the channels, which is jungle) - Code has already been added for special handling of the deep sea for weather and some shaders, both of which have different logic than just blending in another biome - Best way to picture the deep sea "biome" is as a "biome layer" that toggles to an entirely different set of weather and terrain / ocean configs, as set up by Jake, Petur and Brian - It still needs to show up in some systems that allow for customization per biome, like color grading and MaterialSetup, possibly others (tbd) - The deep sea biome is not patched into the shader code, since we never lerp between it and the other biomes (avoiding the additional overhead for our already-complex shaders) - Since the deep sea uses an entirely separate terrain and water config, neither of those systems need to blend the deep sea with the other biomes either - The deep sea terrains can use entirely custom splats (currently using 2 distinct sand splats) - Technically deep sea terrain could use their own 5 biome layers which could be entirely different from the ones of the main terrain (hence the "biome layer" analogy) Shelved all the shader code since I originally implemented all of it as I did for jungle before I realized it's all bullshit for this
4 Hours Ago
Don't generate navmesh on deep sea islands if AI.move is false, will generate it if set to true afterwards like other AI spawners
5 Hours Ago
NRE fix for wiping islands without FoliageGrid initialized
5 Hours Ago
5 Hours Ago
Merge from deep_sea
5 Hours Ago
Enable fog of war in the deep sea in non hardcore modes Accidentally fixed a bunch of map functionality in the deep sea in the process - player location, vending machines now work In hardcore mode the deep sea map is entirely disabled Fog is reset when the deep sea wipes Fixed hardcore not working on craggy
Today
Fix not being subscribed to deep sea network group, switch from using center of network grid bounds to using the layer
scientist_boat_ai -> naval_update
If a boat is sinking dont keep trying to apply corrective forces. These forces have always been applied - without it boat sinking looks really cool
Today
Fix deep sea network groups being visible if you get close enough to the border, and vise-versa for main island network groups - move deep sea groups onto their own layer despite being in the same physical height
Missed file
Ensure players are properly killed
Today
Moved Small_Ramp folder to Deployable/BoatBuilding Created small ramp deployable and item Created convex colliders for base section Applied Door component, generated icon, applied gibs
Dont do any clipping checks for AI on the PT Boat and RHIB
Today
▄▍█'▅ █▅▉▆▇ ▊▊█ ▌▍▊▊▇ ▍▋█▍ ▄▇
Today
█▊▋▍▍▆▄ ▋▆▇▌▊▆█▍▄▍: '▆▊' -> '▄▋' :▌▅▊▆:
Add new ClippingCheckAiMode to BaseVehicle.Server Let's us skip clipping checks for AI, or apply to both AI and players
Today
Changed how rockets and flares get added to the attack heli when using fixcars command: Fixcars 1 -> Inserts 1 row of flares Fixcars 2 -> Inserts 1 row of flares and HV Fixcars 3 -> Inserts 1 row of flares, HV and Incen Fixcars (with no parameters) -> Gives flares and HV's (behaviour remains the same)
Today
Splats
Today
merge from vclouds_demo_timescale_fix
Today
fix cloud movement hitching in timescaled demo
Today
merge from construction_guide_missing_normal_maps
Today
fix some construction guides missing normal maps
Today
Progress
Today
Helicopter Balance pass: Flares - removed the ability for passengers to manually throw flares from helicopters - added flares to minicopter & scrappie - hot air balloon can cut engines to avoid homing missiles (after 5s of engine being off)
Today
merge from fix_ghost_ship_parenting -> naval_update
Today
Add a couple of `parent.ShouldChildrenInheritNetworkGroup()` that were missing beside existing `ShouldInheritNetworkGroup()` calls - should fix NPCs parented to ghost ships being global networked instead of local
Today
merge from vclouds_amd_seam_fix
Today
fix vertical seam in vclouds weather map on AMD
Today
merge from ui_overhead_optims
Today
Fixed shockbyte popup icons not being marked as dynamic
Today
merge from main
Today
fixed issue with metal detector anims
Today
Big sidetrack experiment, changing parenting/parent behaviour everywhere
Today
Enabled map back in the deep sea Its half working, only shows the islands for now
Today
merge from naval_update/deep_sea