128,410 Commits over 4,201 Days - 1.27cph!
Fix unintended new lines after auto completing commands.
Setup floor.frame.triangle prefabs, sockets, added to boat planner.
Merge: from analytics_v2_expose_telem
- Can view AnalyticsV2 stats via analytics.stats, analytics.tablestats and analytics.uploaderstats
Tests: used above to check stats in editor
Buildfix: missing return path in NetworkReadEx
Tests: ran "Test Compile Errors"
Setup floor.wood prefabs, sockets, added to boat planner.
Merge: from main
Needs codegen
Update: AnalyticsV2 - Azure uploader will update uploading client if endpoint settings change
Tests: changed settings and checked with debugger
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Clean: replace ClientVar + ServerVar with ConsoleVar
Generates less commands, avoids duplication in console autocomplete
Tests: ran stats command - it worked
Update: AnalyticsV2 - allow resetting stat tracking
Tests: logged stats before and after reset
merge from Halloween_25_Update/PH
Update: AnalyticsV2 - expose stats via convars
Available via analytics.stats, analytics.tablestats and analytics.uploaderstats
Tests: enabled v2 analytics and ran above commands
Disabled some props from the GhostShip that will be in the lighting prefab instead.
Transmission on the blue plastic fish crates.
New signal light materials for red/green/white
Working scene progress.
Card table world canvas culling based on distance
disable potato terrain rendering (shader level 1), level 2 new minimum terrain quality
Run anims on place/block change
Generated new HLOD for floating city 1
building planner view model, new world model, materials, using reskinned wallpaper viewmodel
Added scene2prefab tags to casino and floating walkways to make sure they get picked up by the HLOD generator
switched HashSet to ListHashSet in BoatAI to get rid of enumerator alloc
Adding new v4 driiving anims to source
Fixed large backpack showing link to Krieg DLC in the repair bench
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removed some deeper profile markers from GJK, unnecessary overhead with little info
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Start setting up improved npc grenades
moved a BaseBoat waterlevel test down a level so unpowered boats don't check it for no reason
burst compiling GJK distance methods directly, already compatible
- not using jobs here as it would need a NativeReference alloc for no reason, we just want the go-fast button
- verified compiling with burst inspector
Added prevent movement volumes to casino garbage piles near the bar
Added prevent movement volumes to casino windows as a failsafe to prevent players from trying to get in through the windows
Steering wheel changes for always smooth wheel turning visuals and to fix a couple of bugs.
Reduced material IDs in farm kios by 3. Changed farm sign to standalone asset.
Added Player and Entity to the Network extensions as well (so the source generator chills)
Added so source generator as well
Add 4 proof of concept cameras to the cargo ship
Fixed cabinet light bleed on these.
Can now use BaseEntity and BasePlayer as arguments in RPCs.
Automatically evaulated at the other side when read
This gives us the base to use these as SyncVar types later, (gives us a route out of the OnChildAdded then checking for references loop)
Setup to have cargo ship spawn its own static cctv cameras, defined by a point + rotation + point to look at
Prevent the cameras inheriting cargos global network group