130,879 Commits over 4,232 Days - 1.29cph!

Today
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Today
merge from multidrop_nre_fix
Today
SocketMod_Anchor now checks VehicleLarge during deployment
Today
More anchor and sail fixes
Today
Anchor and sail fixes
Wrap the whole menu init sequence in a try/catch
Stop a null drop NRE bricking the whole Bootstrap sequence
Today
Convert remaining blocks to vehicle large
Today
More IO prefabs allowed on Vehicle Large layer
Today
volume changes on floating city sounds
Today
Update: Adopt Scientist2FSM to be aware of ghostship navmesh Need to double check aiming logic (sometiems they aim at the sky), and investigate how initial on-navmesh spawning is done. Also need to convert variant FSMs Tests: spawned ship navmesh offset and with a rotation. Ran around into different areas of the ship and rooms - they pursued
Today
Remade solar panel collider using primitives
Today
Set most IO prefabs as deployable on vehicle large layer
Today
matrix textures & updated box prefab with example matrix model
Today
Tweaked the medium battery mesh collider so it can be convex
Today
Very initial work for testing using VehicleLarge as the only/default layer for boats and their construction, to reduce the need to switch.
Today
Started working on supporting IO on boats, wires and IO handles are now parented to their IO entity Wire reconnection messages are sending local pos
Today
ambience sounds added to every barge and walkway on the floating cities
Today
merge from main
Today
First initial test for explosives component box
- Apply root motion (not needed but helps rule things out) - Setup correct reload time on the front turrets
Reorient the front point pivot
Today
Steering wheel prefab cleanup
Today
reduced triangles->vertices/indices processing by roughly half by making Triangles/EdgeKeys readonly struct and only calculating the hash once on creation, done in parallel when they're created and reduces the overhead in the single-thread processing stage
Fixed position offset on the front turret
- Fixed scuffed clamping on the front turret seat - Use tickrate for lerping (cant use deltatime since im predicting)
Today
improved triangles->indices generation performance a bit, mainly trying to make it somewhat readable
Today
edited eoka pose and python deploy anims and reduced eoka idle clip range so the anim loops correctly
Yesterday
merge from boat_building
Yesterday
Fixed realm removes after object rework
Yesterday
Split netting visuals and collision into separate objects. Lowered both. Decreased placement height of hull blocks.
Yesterday
sped up marching cube triangle generation by 10x by using local list batches with IJobParallelForBatch to reduce NativeList<>.ParallelWriter locking adds (~0.35ms -> ~0.05ms)
Yesterday
First iteration of balloon text and colour changing menu - Only added to circle balloon for testing and iteration
Yesterday
test mesh add
Yesterday
merge from server_occlusion_height_fix
Yesterday
Indirectly iterate modifiers with separate list of modifier types that servers as history
Yesterday
Animation pass on the rear 50cal
Yesterday
Update: serverocclusiondebug - clarify what invalid grid means Now explicitly saying that server occlusion treats path with one or more invalid grid positions as unblocked Tests: none, trivial change
Yesterday
Bugfix: server occlusion - skip occlusion for players outside of the occlusion grid Tests: checked occlusion between y:90 and y:110 - previously would stutter(OcclusionV1) or would occlude(OcclusionV2). Tested hiding behind a hill - still works
Yesterday
part 2
Yesterday
texture and material updates
Yesterday
added fuse burn mesh to cannon to allow darkening of the fuse as it burns.
Yesterday
merge from main
Yesterday
cleanup
Yesterday
deployable easel
Yesterday
trying to make sense of shit code I wrote a year ago
Yesterday
edited 3p chainsaw harvesting anim and reset tranlation in its entity
Yesterday
Fix client compile error
Yesterday
atlas A textures and mat