128,975 Commits over 4,201 Days - 1.28cph!

Yesterday
Optim: UsePlayerTasks - ServerOcclusion uses CustomShouldNetworkTo and CustomShouldSkipServerOcclusion Microoptim - this reduces hashset look ups and moves some checks to be run earlier. Main benefit is lifting more code out of BasePlayer.OcclusionLineOfSight Tests: none, skipping tests for now
Yesterday
Fix missing ghostship_d nav bake, add strip navmesh obstacle components to all ships.
Yesterday
Splats & sculpts.
Yesterday
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Yesterday
Rebase on /main
Yesterday
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Yesterday
Atlases, cleanup
Yesterday
Removed ability to repair helicopters that are in flight
Yesterday
merge from naval_update
Yesterday
Refactor StripBatchingComponents into StripComponents<T>, add StripNavmeshObstacles to fix unstable ghostship navigation.
Yesterday
Fix shipping_container_900_b prefabs being ignored when navmesh is built on ghostships, rebuild ghostship_d navmesh
Yesterday
Yesterday
conditional art models, textures, material and initial prefabs setup
Yesterday
unlock test
Yesterday
Added sounds and support for an audio cue for when the wheel is centred
Yesterday
Realign rear turret again
Yesterday
Merge from shadow_cascades_light_leak_fix
Yesterday
Merge from main
Yesterday
Warhammer store page
Yesterday
edited small engine anims as they were too subtle previously
Yesterday
Add PlayerBoatPrivilege derived from VehiclePrivilege, overrides looking at engine. Make LookingAtEngine virtual on VehiclePrivilege. Added PlayerBoat.GetParentPlayerBoat as an easy way for an entity to find it's parent boat.
Yesterday
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Yesterday
Recreate the left,right and single 50 cal entities with the new prefabs Get it hooked up like before
Yesterday
Fix NRE in server builds when scientists are talking to each other
Yesterday
- Create buffers with correct flags according to `buffer_upload_mode` - Set default buffer upload mode to be "indirect" (1) - Disallow changing `buffer_upload_mode` during gameplay
Yesterday
Update: refactor ServerUpdateOcclusionParallel to allow for experimental changes Tests: compiles in editor
Yesterday
added boat_construction_plans + boat_construction_plans_diff to differentiate itself from building plans colour more inline with icon
Yesterday
backpack unlock
Yesterday
Large backpack rarity
Yesterday
Play cannon fire fx when shooting the cannon, add effect recycle to cannon fx.
Yesterday
naval_update -> pt_boat_2
Yesterday
xmas ceilingpaper tweaks
Yesterday
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
Yesterday
Fix cannonballs hiding the rpg prefab until they were moving rather than their own visuals. wtf
Yesterday
Add projectile info for cannonballs
Yesterday
iterations on the plank audio files
Yesterday
Added warhammer store page prefabs, using placeholder assets for now Added a scroll view to the store DLC page
Yesterday
RPG7 - adjusted weapon position on wild west DLC racks
Yesterday
texture import setting tweaks to xmas floor and ceilingpapers
Yesterday
RPG7 - weapon rack peg adjustment to fix clipping
Yesterday
RPG7 - world model collider and weapon rack adjustments
Yesterday
added gibs for the boat building platform and correct referenced them in .deployed prefab. fixed shading issues on platform
Yesterday
structure to query drag by angle from flattened pre-baked data (dummy data for testing)
Yesterday
edited vm rpg skin anims
Yesterday
Merge from boat_building
Yesterday
Fix steering wheel/mailbox issue (properly this time?)
Yesterday
enabled texture streaming (mips) on halloween wallpaper textures
Yesterday
Merge from parent again
Yesterday
moved rotation guides on wallpaper guides to the top so they're visible with new guide shader
Yesterday
merge from Project_Hammer