129,178 Commits over 4,201 Days - 1.28cph!
Fix fully global networked entities not getting killed when the deep sea wipes
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)
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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
Update female torso skin weights to fix neck seam
merge from shorevector_disabled_terrain_fix
rebaked Tropical 3 and 4, slope data was broken
handling disabled terrain properly in shore vector bake
Static string lights optimization / made them all one material and enabled batching
Krieg shotgun viewmodel updates
- Deploy into ADS fixed
- Timing of reload exit fixed
- Fire anims match response time, fire rotation speed increased on cylinder
Small boat crane prop LODs and COL, prefab setup
Fix chainsaw viewmodel fx not showing up
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
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
Removed deep sea island tree spawning code, not needed anymore
Added "Cannot build in the deep sea" toast when trying to build in the deep sea
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
Update: AnalyticsV2 - restore gameplay_events upload interval
Accidentally submitted while testing it yesterday
Tests: none, trivial change
corrected buoyancy using almost none of the correct DeepSea data sources for querying wave information
Set tropical3 and tropical4 terrain to Terrain layers
Rebaked shore vectors and S2P
Made a proper material for the sea floor of the deep sea
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floating city 4 bug fixes
Bugfix: AnalyticsV2 - don't spam "appended 0 bytes" when logging is enabled
Tests: none, trivial change
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
merge from fix_boat_paste -> naval_update
Add error log indicating what entity failed to paste when exception was thrown
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
Walkway optimization / reduced LOD distances, made some modules cull faster, disabled shadowcasting on some small modules where it made sense
Increase deep sea terrain distance from 600m -> 750m
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
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
Moved farm vendors up to prevent clipping through floor
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
Auth placement/building fix
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
Fixed floating island map marker text not marked as non static