126,957 Commits over 4,201 Days - 1.26cph!
New avoidance update interval convar
Codegen
Fix client sails not correctly restoring sail visual state.
Change sail to use high wind anim.
Iterations on the wheel movement sounds(start, stop, and moving loop) and rename file names.
r/w and prefab LOD distance tweaks, enabling batching on props that can use it
Adding blockout rpg world model rig
merge from naval_update/deep_sea
merge from naval_update/deep_sea/map_marker
Text and icon stays at the center of screen
Removed 50 Cal Dual Prefab
Added and Setup Right Hand Side 50 Cal Prefab
merge fix_invisible_nametags to main
Added armor parts to the mannequin
MemClear query vis arrays before scheduling new jobs to fix nametags sometimes staying invisible after teleporting.
Merge from monument_notification_sounds
All mannequin parts, prefab tweak and added clothes
Update: AnalyticsTable - return EventRecord back to pool
- amended test to check for pool usage
Tests: ran unit tests
renamed to BakedShoreVectors
Potential fix for sounds not responding to volume controls in build
r/w and prefab LOD distance tweaks, enabling batching on props that can use it
More sail deployment tweaks
undid a bunch of stuff making shore vector baking a static func, it's completely unnecessary and we have everything we need in the scene already
initial shore vector baker
merge from blueprint_fragment_fix
fixed bed workshop obj broken normals cause by rotated transform
Get BoatAI down from 4ms every frame (for 12 boats) to around .2 ms for the same 12
Update: AnalyticsUploader now flushes it's queue on shutdown.
- Updated tests to validate everything got flushed
- Fixed missed gzipstream end block serialization tracking
- Fixed ever-growing memory stream
Next up need to add EventRecord pooling, then gotta implement remaining uploaders, and in theory it's done
Tests: ran unit tests
Add sail collision sets for raised and lowered states.
Toggle as required.
Merge from monument_notification_sounds
- Fix for cargo ship notification, now plays only on a triggered event spawn rather than any spawn
- Add convar for reenabling monument toast notifications
- Add debug convar to figure out what's going wrong with oil rig notifications
- Protocol increment for modified RPC's
Rebase on current /indirect_instancing
Clean up some failed experiments
r/w and prefab LOD distance tweaks, enabling batching on props that can use it
Seperate physics queries from the avoidance logic itself
Use cached physics results for a few frames instead of having to request fresh data every cycle
Anchor, plank, sail, steering wheel and small engine forward damage to their parent PlayerBoat
Swap all of the raycasting to run on jobs via RaycastCommands
Implement boat sinking for destroyed player boats
Enabled r/w on renderer batch of floating walkways
renderer batch enabled on zipline props set (small planks, etc) reduced culling distance
Include world layer in groundwatch
Update: add per-AnalyticsTable telemetry
- using this telemetry to improve unit tests
Next up need to add support for flush-on-shutdown
Tests: ran unit tests
Portal marker works with any direction
Higher res deep sea icon
Fix potential issue where request to rebuild tiles are ignored if the tile is currently being rebuilt, as it'll then be desynced with the geometry, add more profile markers
Bone knife and variation updated
Updated 50 Cal Models and Prefabs to include the ammo box
Created 50 Cal Ammo Box Material
Removed Dual 50 Cal Model and added Right Side 50 Cal Model as a replacement