130,357 Commits over 4,201 Days - 1.29cph!
    
    
    
        
            
            
            
                
                Bump default ocean scale to 3 in deep sea
                
                
                
                
             
         
        
        
            
            
            
                
                bump maps, visible backfaces for depth cues
                
                
                
                
             
         
        
            
            
            
                
                Fix how phrases were being displayed and edited in conversation graph editor, now utilizes the custom editor for phrases
                
                
                
                
             
         
        
        
            
            
            
                
                - Get rid of recast demo space partition structure, after profiling deeper turns out it's slower in our use-case
- Allow tile gen to be fully synchronous with no time slicing for easier profiling
- Fix part of the world not generating
- Re-add support for different resolution in monuments
- Try out various methods of culling tris / mesh decimation, no perf improvement
                
                
                
                
             
         
        
            
            
            
                
                Fix entity scaling not updating the bounds & culling bounds of entities
- recalculate both the bound and the culling bounds
- reset the bounds inside ResetState() based on the original prefab so it doesn't cause pooling errors
                
                
                
                
             
         
        
            
            
            
                
                Added PT Boat 50 Cal Dual and Single FBX and Textures
Setup PT Boat 50 Cal Materials
Started Setting up PT Boat 50 Cal Prefabs
                
                
                
                
             
         
        
            
            
            
                
                Update: AssetDatabaseBackend - throw an error if trying to load an asset that's not part of a dynamic bundle
Tests: clicked through store in editor
                
                
                
                
             
         
        
            
            
            
                
                t1 smg world anim update, fixed animator issues
                
                
                
                
             
         
        
        
            
            
            
                
                merge from naval_update/floating_cities
                
                
                
                
             
         
        
        
        
            
            
            
                
                regenerate static fields to fix compile
- added ResetStaticFields call to codegen clean
                
                
                
                
             
         
        
        
            
            
            
                
                Restored deep sea floating city prefab
Moved floating city prefab out of autospawn, so it doesnt spawn with procgen
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed debug.printanimators command NREing when finding a null animator controller
                
                
                
                
             
         
        
        
            
            
            
                
                Update: feed dynamic bundle hashset externally to AssetBundleBackend
This allows us to reuse the const instead of hardcoding a raw string
Tests: compiles in editor
                
                
                
                
             
         
        
            
            
            
                
                merge from refridgeration_feedback -> main
                
                
                
                
             
         
        
            
            
            
                
                Clean: pre-review cleanup
- got rid of unit test as it doesn't prove anything and relied on API that's not promoted (or needed atm)
- formatting fixes, dead code removal
- got rid of fallback inspector code
Tests: editor compiles in all configs
                
                
                
                
             
         
        
            
            
            
                
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                Merge: from storetakeover_icons
- Storetakeovers and related resources now can be dynamically loaded/unloaded
Tests: navigated through the store and inventory while taking memory snapshots
                
                
                
                
             
         
        
            
            
            
                
                Merge: from merge_with_atlas
- General improvements to editor workflow
- Fixing outstanding bugs and TODOs
- Updated all assets again to catch up with atlas work
Tests: navigated through the store and inventory while taking memory snapshots
                
                
                
                
             
         
        
            
            
            
                
                RPG Incendiary Ammo - Changed models import settings
                
                
                
                
             
         
        
            
            
            
                
                If a claimant boat to a target is removed then inform the other boats that a new claimant position has opened up
This means if you kill the main boat attacking you, the other boats waiting in the attack 'queue' can have a stab at killing you instead
                
                
                
                
             
         
        
        
        
            
            
            
                
                ResetStaticFields on LightLOD
                
                
                
                
             
         
        
            
            
            
                
                RPG High Velocity Ammo - Added models textures and materials
                
                
                
                
             
         
        
            
            
            
                
                more floating walkways work on set dressing
refining floating_city_2 layout
                
                
                
                
             
         
        
        
            
            
            
                
                Much better near and far distances when dealing with the boat coordinator
Debugging
                
                
                
                
             
         
        
            
            
            
                
                Connected both water catchers to the water barrel in the farm barge
                
                
                
                
             
         
        
            
            
            
                
                more floating walkways work on set dressing
                
                
                
                
             
         
        
            
            
            
                
                remplaced mesh colliders with primitive
                
                
                
                
             
         
        
            
            
            
                
                Clean: replace a path with a named constant
Tests: editor compiles
                
                
                
                
             
         
        
            
            
            
                
                Clean: remove dead UI_Store::overlayPages variable
Tests: editor compiles
                
                
                
                
             
         
        
            
            
            
                
                Updating texture bundles to enable texture streaming on all skins
                
                
                
                
             
         
        
        
            
            
            
                
                floating_city_floating_walkways_B set dressing cleanup (floating and colliding objects)
                
                
                
                
             
         
        
            
            
            
                
                fixed power_generator_c prefab collision being too small, used a box instead of mesh as that suits
                
                
                
                
             
         
        
            
            
            
                
                Fixed mess table static prefab not being mountable
                
                
                
                
             
         
        
            
            
            
                
                Fixed BaseVehicle inspectors not drawing the BaseEntity manifest info buttons
                
                
                
                
             
         
        
            
            
            
                
                Update: don't open first tab during UI_Store warmup
Helps avoid early bundle loads
Tests: interacted with the store in editor
                
                
                
                
             
         
        
            
            
            
                
                Bugfix: fix NRE when clicking packs on DLC screen
- DLC screen now uses path proxies for prefabs
- also fixed database backend not tracking release refcount properly (funny I made this mistake twice >.>)
The overlay prefabs are assigned to ui/store.bundle, which when unloaded breaks the stored reference.
Tests: in editor navigated to dlc page and tried clicking on all tiles - all opened as pages