157,368 Commits over 4,536 Days - 1.45cph!

1 Year Ago
potential mesh guide artifacting workaround
1 Year Ago
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1 Year 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.
1 Year Ago
Add field for setting description of workshop submissions
1 Year Ago
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1 Year Ago
merge from skinviewer_streaming_fix
1 Year Ago
Added PT boat 50cal ammo mounts
1 Year Ago
merge from shield_back_fix
1 Year Ago
merge from twitch_background_nre
1 Year Ago
merge from radtown_t0_crates
1 Year Ago
merge from storecheckout_nre_fix
1 Year 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
1 Year Ago
Fixed NRE when checking out the cancer research UK plushie
1 Year Ago
pt_boat_gameplay_pass -> naval_update
1 Year Ago
Fixed PT Boat prefab Cleanup Scientists now spawning on PTBoat
1 Year Ago
Fixed missing text on premium modal
1 Year Ago
Initial work to allow the ai to work on the PT Boat
1 Year 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)
1 Year Ago
gun_turret -> naval_update
1 Year Ago
Manifest
1 Year 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
1 Year Ago
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1 Year Ago
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
1 Year Ago
naval_update -> gun_turret
1 Year Ago
disable streaming on construction guide normal maps while active
1 Year Ago
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?
1 Year Ago
adding small ramp rig
1 Year Ago
updated rpg skin prefabs/anims and dragon launcher prefabs reserialized
1 Year Ago
radtown t0 crate normal fix
1 Year Ago
Updating 50 cal fbxs with new bones
1 Year Ago
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.
1 Year Ago
Reapply oilrig monument changes for mission
1 Year Ago
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
1 Year Ago
Merge from naval_update
1 Year Ago
floating city 4 update
1 Year Ago
split client/server calls to write baked data
1 Year Ago
fix rotation being inverted
1 Year Ago
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
1 Year Ago
actually finally fix the scaling, missing element was comparing relative shore distance sizes inclusive of dimension and world bounds
1 Year Ago
prison barge - tweaks to culled groups
1 Year Ago
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
1 Year Ago
50cal single reload, idle and fire block out animation content
1 Year Ago
Casino barge dressing progress Culling volume first pass
1 Year Ago
UI_StoreGeneralTab.OnOpened NRE fix attempt
1 Year Ago
corrected blit so it scales and rotates properly
1 Year Ago
missing file
1 Year Ago
Clean: rename AnalyticsUploader -> AnalyticsManager Disambiguates from the internal IUploader Tests: compiles in editor
1 Year Ago
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1 Year Ago
Fixed workshop tab background disappearing when pressing escape while in the workshop scene
1 Year Ago
WIP submit of floating city variant 3