128,712 Commits over 4,201 Days - 1.28cph!
    
    
    
        
            
            
            
                
                merge from naval_update/deep_sea
                
                
                
                
             
         
        
            
            
            
                
                Dont call kill on dead or destroyed players
                
                
                
                
             
         
        
            
            
            
                
                Better logs from deep sea commands
                
                
                
                
             
         
        
            
            
            
                
                Added component to show loaded ammo in dropped RPG
                
                
                
                
             
         
        
            
            
            
                
                Swap over TIme.time to Epoch.Current so we can have consistent time values on the client + server
                
                
                
                
             
         
        
            
            
            
                
                Fixed client portal weather lerping
                
                
                
                
             
         
        
            
            
            
                
                Make sure to network the deep sea Open flag to clients
                
                
                
                
             
         
        
            
            
            
                
                Optim: UseOcclusionV2 - ServerOcclusion caches unoccluded connections
- removed couple redundant if checks
This allows us to completelly skip faster-but-still-slow ShouldNetworkTo that have internal hash lookups in SendNetworkPositions - hoping it'll speed it up 50%
Tests: ran in and out of occlusion on Craggy. disconnected to validate sleeper, then killed sleeper and reconnected - all works
                
                
                
                
             
         
        
            
            
            
                
                Fixed the deep sea portal bounds not being initialized when spawned, causing them to never teleport players ffs
                
                
                
                
             
         
        
            
            
            
                
                Added a shader for rendering the movement of paintball pellets inside a hopper
                
                
                
                
             
         
        
            
            
            
                
                Raised height of weapons vendor due to legs clipping (supplies barge)
                
                
                
                
             
         
        
            
            
            
                
                merge from fc_shorevector_fixes
                
                
                
                
             
         
        
            
            
            
                
                painted ocean topology onto shared FC terrain and rebaked shore vectors
                
                
                
                
             
         
        
            
            
            
                
                handling null/empty heightslope and waterheight data in baked data properly
(was trying to blit empty arrays)
                
                
                
                
             
         
        
            
            
            
                
                Fix anchor visual state on entering network range or loading in.
                
                
                
                
             
         
        
        
            
            
            
                
                Added tropical4 to the deep sea islands
                
                
                
                
             
         
        
            
            
            
                
                merge from naval_update/island_scenes
                
                
                
                
             
         
        
        
            
            
            
                
                Small boat crane (LODs and COL pending)
                
                
                
                
             
         
        
            
            
            
                
                Added tropical3 to the deep sea islands
                
                
                
                
             
         
        
            
            
            
                
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                Fixed anchor culling when lowered.
                
                
                
                
             
         
        
        
            
            
            
                
                rebaked FC 1/2/3 so the data isn't infinity
                
                
                
                
             
         
        
        
            
            
            
                
                Reverted landmark info component added to floating city, we won't use that for the map markers
S2P floating city 1 2 3
                
                
                
                
             
         
        
            
            
            
                
                Dont compare raw positions for state dirty
                
                
                
                
             
         
        
            
            
            
                
                support minimum enforced shore distance on baked data to handle FC better
                
                
                
                
             
         
        
            
            
            
                
                Fix rear turret being on the wrong camera mode
                
                
                
                
             
         
        
            
            
            
                
                ClientIOLine slackLevels and originalPositions actually need to be serialised, moved them out of #if CLIENT
                
                
                
                
             
         
        
        
            
            
            
                
                - Clean up texture streaming jobs
- Fix wrong camera position in Streaming_FallbackSquaredDistanceJob
- Add various debugging ConVars
- Add "Indirect Instancing" UI Indicator
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed CLIENT SERVER serialized fields mismatch in
- DeepSeaManager
- SteeringWheel
- ClientIOLine (was causing all monument prefabs to reimport)
- PaintingFavouriteColorButton
- PaintingFavouriteColours
- RendererBatch
                
                
                
                
             
         
        
            
            
            
                
                Force front turret to go into a neutral position when reloading (ugly right now)
                
                
                
                
             
         
        
            
            
            
                
                Merge: from analytics_save
- Adds a "save" event tracking when server creates a save
Tests: triggered save in editor with logging
                
                
                
                
             
         
        
            
            
            
                
                Update: add analytics save event
Tests: ran an explicit save in editor
                
                
                
                
             
         
        
            
            
            
                
                Chainsword engine now always starts, matches base chainsaw
                
                
                
                
             
         
        
            
            
            
                
                New medical syringe anim set - first pass
                
                
                
                
             
         
        
            
            
            
                
                Roll back recent inEyesView changes, not reliable enough
                
                
                
                
             
         
        
            
            
            
                
                merge from oceansimulation_split
- running two ocean simulations, all usage switches between based on position (like all other deepsea code) and batched queries gather indirect indices
                
                
                
                
             
         
        
        
            
            
            
                
                Check for boat auth before entering edit mode
                
                
                
                
             
         
        
            
            
            
                
                Fix npcs failing to land a shot when only the player head is sticking out, because of their distaste for landing head shots
                
                
                
                
             
         
        
        
            
            
            
                
                fixed issues with batched ocean trace deferred jobs
using AsDeferredJobArray for the rays in the IJobParallelForDefer OceanTraceJob as the indices now drive the deferred batch size and we still need a view of the rays list that is aware of the populated size in previous jobs. This maintains parallelism and a single set of job dependencies without needing a complete/sync
                
                
                
                
             
         
        
            
            
            
                
                Commit progress
- Setup bonus objective for underwater labs mission
- Add persistent mission entities to MissionInstance, for tracking entities which exist outside of the mission and are not spawned as part of the mission. Entity info added alongside spawned mission entities in mission protobuf data
- Small improvements for Divemaster and Hunter conversation dialogue
- Fix NRE when opening dialogue graphs which contain speech nodes with several fail conditions
- Small improvement for displaying mission list node
- Add attribute and property drawer for ConversationData to display button to open graph view where a ConversationData asset is displayed in the inspector
- Improved BaseMission editor inspector for objectives
- String optimisation for MissionsHUDToDo
- Conversation panel size no longer appears to quickly change after pressing a response and then waiting for server response