128,698 Commits over 4,201 Days - 1.28cph!
    
    
    
        
        
        
            
            
            
                
                FX Progress
Cannon AO not sRGB space.
                
                
                
                
             
         
        
            
            
            
                
                Use additive blend and alpha max for heights should solve height blending issues
                
                
                
                
             
         
        
            
            
            
                
                fix deployguide nre when holding tripod spotlight
                
                
                
                
             
         
        
            
            
            
                
                Fixed the terrain mesh collider for Tropical1 not being on the terrain layer, was preventing AI from snapping to it properly
S2P Tropical1, no actual scene changes though
Also removed an allocation when setting up the mesh terrain
                
                
                
                
             
         
        
            
            
            
                
                Casino barge exterior dressing progress
                
                
                
                
             
         
        
            
            
            
                
                merge from potential_guide_artifact_fix
                
                
                
                
             
         
        
            
            
            
                
                potential mesh guide artifacting workaround
                
                
                
                
             
         
        
        
            
            
            
                
                Update: Integrate the new AnalyticsManager into existing logic
- Guarded by `analytics.usev2` (default off for now)
- Bugfix for rate-limiting being disabled due to mixing Now and UtcNow (whoops)
- Added global `analytics.dryrun` and `analytics.log`
Did a cursory test in editor using dry running and it seems to be working, but it leaks performance data into player_tick blobs. Need to reorganize accumulators again - always-aggregate isn't always valid. 
Tests: used above switches and monitored data flow.
                
                
                
                
             
         
        
            
            
            
                
                Add field for setting description of workshop submissions
                
                
                
                
             
         
        
            
            
            
                
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                 merge from skinviewer_streaming_fix
                
                
                
                
             
         
        
            
            
            
                
                Added PT boat 50cal ammo mounts
                
                
                
                
             
         
        
            
            
            
                
                 merge from shield_back_fix
                
                
                
                
             
         
        
            
            
            
                
                 merge from twitch_background_nre
                
                
                
                
             
         
        
            
            
            
                
                 merge from radtown_t0_crates
                
                
                
                
             
         
        
            
            
            
                
                 merge from storecheckout_nre_fix
                
                
                
                
             
         
        
            
            
            
                
                Fixed NRE when checking out the cancer research UK plushie
                
                
                
                
             
         
        
            
            
            
                
                pt_boat_gameplay_pass -> naval_update
                
                
                
                
             
         
        
            
            
            
                
                Fixed PT Boat prefab
Cleanup
Scientists now spawning on PTBoat
                
                
                
                
             
         
        
            
            
            
                
                Fixed missing text on premium modal
                
                
                
                
             
         
        
            
            
            
                
                Initial work to allow the ai to work on the PT Boat
                
                
                
                
             
         
        
            
            
            
                
                Move the random storage box into the doorway.
You now have to interact with the door to open the pt boat storage
Manifest (again)
                
                
                
                
             
         
        
            
            
            
                
                gun_turret -> naval_update
                
                
                
                
             
         
        
        
            
            
            
                
                - properly embed navmesh saving and loading in SaveRestore flow
- use proper override save/load path if set
- use debugEx to not extract stackTrace when logging
- respect nav_disable convar
- fix empty tiles being null after loading from save, no tile should ever be null even if empty, this causes issue when queuing for rebuild at runtime
- consolidate redundant code paths into navmesh init, and add tile
- skip saving if navmesh was never built
                
                
                
                
             
         
        
        
            
            
            
                
                big break-everything refactor on shore vectors where all data is wrapped behind ShoreData structs that are switched as required
- all queries have to be made positionally or directly on the relevant ShoreData map
- most query methods now passthrough to the correct dataset, some are hardcoded to Mainland data for some questionale pre-existing usage
- refactored ShoreVectorQueryStructure to use the ShoreData structs and handle switching between them internally in jobs
                
                
                
                
             
         
        
            
            
            
                
                naval_update -> gun_turret
                
                
                
                
             
         
        
            
            
            
                
                disable streaming on construction guide normal maps while active
                
                
                
                
             
         
        
            
            
            
                
                Fix server tree entities being spawned on both the client attached to the deep sea islands and on the server 
- modify PrefabpreProcess to always remove child entities from client entities because they should always be realm removed whether the component is attached or not?
                
                
                
                
             
         
        
        
            
            
            
                
                updated rpg skin prefabs/anims and dragon launcher prefabs reserialized
                
                
                
                
             
         
        
            
            
            
                
                radtown t0 crate normal fix
                
                
                
                
             
         
        
            
            
            
                
                Updating 50 cal fbxs with new bones
                
                
                
                
             
         
        
            
            
            
                
                Cleaned up earlier test.
Now takes a list of scene items that can be batch rendered.
Added "Batch Render Scene Items" context menu.
Removed old "test" methods and context menus.
                
                
                
                
             
         
        
            
            
            
                
                Reapply oilrig monument changes for mission
                
                
                
                
             
         
        
            
            
            
                
                Update: Add FallbackUploader - uses primary uploader if enabled, otherwise uses fallback
- Added a test that checks it
- DryRun is now a per-accumulator settings instead of a global overwrite - lets each uplaoder decide how to act
Allows us to setup flexible chains(extra loggers, backups, etc), and more importantly we can emulate current analytics flow
Tests: ran unit tests
                
                
                
                
             
         
        
        
        
            
            
            
                
                split client/server calls to write baked data
                
                
                
                
             
         
        
            
            
            
                
                fix rotation being inverted
                
                
                
                
             
         
        
            
            
            
                
                Potential fix for ais getting stuck when the last point of their path lies on a boundary edge, and the last edge is perpendicular to it
                
                
                
                
             
         
        
            
            
            
                
                actually finally fix the scaling, missing element was comparing relative shore distance sizes inclusive of dimension and world bounds
                
                
                
                
             
         
        
            
            
            
                
                prison barge - tweaks to culled groups
                
                
                
                
             
         
        
            
            
            
                
                Update: Move accumulators into uploaders
- AnalyticsTests.TestUploade has logging enabled permanently to help validate things
It was a blocker to implement uploader chains (which I discovered we need for server, but should be quick)
Tests: ran unit tests
                
                
                
                
             
         
        
            
            
            
                
                50cal single reload, idle and fire block out animation content
                
                
                
                
             
         
        
            
            
            
                
                Casino barge dressing progress
Culling volume first pass