130,550 Commits over 4,232 Days - 1.29cph!
    
    
    
        
            
            
            
                
                Update: refactor ServerUpdateOcclusionParallel to allow for experimental changes
Tests: compiles in editor
 
                
                
                
                
                
             
         
        
            
            
            
                
                added boat_construction_plans + boat_construction_plans_diff to differentiate itself from building plans
colour more inline with icon
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Play cannon fire fx when shooting the cannon, add effect recycle to cannon fx.
 
                
                
                
                
                
             
         
        
            
            
            
                
                naval_update -> pt_boat_2
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Update: add a bunch of optimization TODO notes for UsePlayerUpdateJobs 2
Gathered from inspecting 330p server snapshot from a late-in-the-patch-cycle server. Will clean-up before merge.
Tests: none, trivial merge
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix cannonballs hiding the rpg prefab until they were moving rather than their own visuals. wtf
 
                
                
                
                
                
             
         
        
            
            
            
                
                Add projectile info for cannonballs
 
                
                
                
                
                
             
         
        
            
            
            
                
                iterations on the plank audio files
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added warhammer store page prefabs, using placeholder assets for now
Added a scroll view to the store DLC page
 
                
                
                
                
                
             
         
        
            
            
            
                
                RPG7 - adjusted weapon position on wild west DLC racks
 
                
                
                
                
                
             
         
        
            
            
            
                
                texture import setting tweaks to xmas floor and ceilingpapers
 
                
                
                
                
                
             
         
        
            
            
            
                
                RPG7 - weapon rack peg adjustment to fix clipping
 
                
                
                
                
                
             
         
        
            
            
            
                
                RPG7 - world model collider and weapon rack adjustments
 
                
                
                
                
                
             
         
        
            
            
            
                
                added gibs for the boat building platform and correct referenced them in .deployed prefab. 
fixed shading issues on platform
 
                
                
                
                
                
             
         
        
            
            
            
                
                structure to query drag by angle from flattened pre-baked data (dummy data for testing)
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Fix steering wheel/mailbox issue (properly this time?)
 
                
                
                
                
                
             
         
        
            
            
            
                
                enabled texture streaming (mips) on halloween wallpaper textures
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                moved rotation guides on wallpaper guides to the top so they're visible with new guide shader
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from Project_Hammer
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed NRE on boot caused by chicken coops
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Buildfix: add missing CLIENT guards
Tests: build all configs locally
 
                
                
                
                
                
             
         
        
            
            
            
                
                Revert rotations on guide mesh now that the animation is fixed
 
                
                
                
                
                
             
         
        
            
            
            
                
                updated anchor.deployed to now properly reference anchor gibs
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                anim update based on feedback
 
                
                
                
                
                
             
         
        
        
        
        
            
            
            
                
                Merge from steering_wheels_fix
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Merge: from analytics_queue_rewrite
- New analytics uploading backend, disabled by default (analytics.usev2)
- New debug vars - analytics.log and analytics.dryrun
Tests: unit tests, used both old and new analytics backends and monitored logs
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Updating small ramp rig skinning
 
                
                
                
                
                
             
         
        
            
            
            
                
                disabling shadow casting on late LODs of casino CH47
 
                
                
                
                
                
             
         
        
            
            
            
                
                boat small ramp anims exported at origin
 
                
                
                
                
                
             
         
        
            
            
            
                
                disabled shadow casting on barges LOD1 and up, same for security tower as its shadows are barely visible after first cascade
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Increase grass distance max clamp
 
                
                
                
                
                
             
         
        
            
            
            
                
                Add overrides for the last few LODs in the interior of the ghost ship so they cull correctly
Mark a bunch of LOD materials on the ghost ships as GPU instanced for better batching
Mark some lower LODs as not shadow casting
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added deep sea "biome" for:
- Color grading
- MaterialConfig
This works different than other biomes:
- The deep sea "biome" is never blended with other biomes, as it's a separate instance
- This is helpful, since the terrain biome map only has 4 channels (+ the absence of any of the channels, which is jungle)
- Code has already been added for special handling of the deep sea for weather and some shaders, both of which have different logic than just blending in another biome
- Best way to picture the deep sea "biome" is as a "biome layer" that toggles to an entirely different set of weather and terrain / ocean configs, as set up by Jake, Petur and Brian
- It still needs to show up in some systems that allow for customization per biome, like color grading and MaterialSetup, possibly others (tbd)
- The deep sea biome is not patched into the shader code, since we never lerp between it and the other biomes (avoiding the additional overhead for our already-complex shaders)
- Since the deep sea uses an entirely separate terrain and water config, neither of those systems need to blend the deep sea with the other biomes either
- The deep sea terrains can use entirely custom splats (currently using 2 distinct sand splats)
- Technically deep sea terrain could use their own 5 biome layers which could be entirely different from the ones of the main terrain (hence the "biome layer" analogy)
Shelved all the shader code since I originally implemented all of it as I did for jungle before I realized it's all bullshit for this
 
                
                
                
                
                
             
         
        
            
            
            
                
                Don't generate navmesh on deep sea islands if AI.move is false, will generate it if set to true afterwards like other AI spawners