134,354 Commits over 4,293 Days - 1.30cph!

28 Days Ago
Adding gesture anims for player update
28 Days Ago
Merge from editor_shader
28 Days Ago
Paintball Gun - Worldmodel, LODs and rebaked materials
28 Days Ago
When converting back to editable, apply damage to the blocks that actually took damage, down to a minimum of 1hp. Any extra damage gets rolled over to additional blocks, as much as possible per block, resulting in not having to repair every block on a boat. (unless they all got hit...)
28 Days Ago
Set edit flag on ice material when opening/closing edit mode
28 Days Ago
Ice sculpture shader changes for edit mode
28 Days Ago
Added new sounds for the 50cal movements
28 Days Ago
Merge from naval_update
28 Days Ago
Dont send aim dir at first - not needed
28 Days Ago
reduce_balistagun_aim_packets -> main
28 Days Ago
reduce_ballistagun_aim_packet -> main
28 Days Ago
Restore server tick (no networking overhead)
28 Days Ago
Stop every BallistaGun firing off a roughly 32~ byte packet every 0.05 seconds Every cannon in the DeepSea was doing this at once.
28 Days Ago
Logs
28 Days Ago
- Fixed bug causing dismount not to unparent properly - Ensured ShouldRepositionPerFrame() is inverted for setting parent (no parenting was actually happening), but mount update was skipped
28 Days Ago
Blocks track damage they've taken
28 Days Ago
Merge from naval_update
28 Days Ago
MountedPlayerSync (for scientist boats) reduced from 1ms -> 0.01ms
28 Days Ago
Merge: from randomize_junkpile_checkempty - minor optim to load balance JunkPile::CheckEmpty Tests: looted one on craggy, saw it disappear
28 Days Ago
Update: JunkPile.CheckEmpty now have a 5 second randomness Tests: looted a junkpile on craggy, flew away, waited and got back - it was gone
28 Days Ago
fixed clipping issues on planner viewmodel
28 Days Ago
- Actually skip MountedPlayerSync() - Cleanup
28 Days Ago
Bring back changes on 65343, this allows us to bypass BaseMountable.MountedPlayerSync on a per mountable basis - Expose MountSyncType options (can now parent players to mountables, or reposition per frame as normal) - can be set per mountable - Allow AI to be able to handle these settings differently (eg we can parent just AI to mountables)
29 Days Ago
rebuild censor chunks and reapply properly when censorsigns changes
29 Days Ago
Merge: from procpop_debug - Bugfix: fix DensitySpawnPopulation prefab pool being starved out, resulting in failed spawn attempts - Optim: DensitySpawnPopulation early exits if it reached prefab population target isntead of continuing to try to spawn - New: spawn.report now contains info about failed iterations and how many entities it recently spawned - New: spawn.dump_map <pop> [count] which simulates spawns and generates pngs indicating general spawn area and attempted spawns. Pngs in <server_ident>/debug. Tests: 4.5k procgen in editor - server started with full junkpile pop, simulated spawn gave better numbers
29 Days Ago
Update: dump_map exports to identity/debug/ folder - client buildfixes Tests: built all modes in editor, ran dump_map on craggy
29 Days Ago
Refactor damage methods.
29 Days Ago
Merge: from main
29 Days Ago
Optim: DensitySpawnPopulation - stop trying to spawn prefabs when used up available prefabs This eliminates a lot of wastefull attempts Tests: while at full population, ran dump_map with 1000 items to fill - reported 0 attempts
29 Days Ago
Show an error toast when trying to deploy & edit a boat that has been recently damaged.
29 Days Ago
Bugfix: DensitySpawnPopulation - avoid weighted prefab pool starvation Bug from 2022 - we never checked if prefab instantiation ever failed, as it has it's own internal checks Tests: ran spawn.report - saw that junkpiles population was full after boot. deleted junkpiles pop then immediately simulated spawning - saw green pixels, got the count
29 Days Ago
Update: spawn.dump_map - also report how many spawned and how many attempts were taken Looking at the texture it's hard to believe it has 800 green pixels, but apparantly it does. Tests: used dump_map right after delete_populations
29 Days Ago
merge from store_gallery
29 Days Ago
Added store images for the following: - LNY wallpaper - LNY wall divider - Halloween wallpapers - Balloon pack
29 Days Ago
Hide pants repose
29 Days Ago
merge from obb_test
29 Days Ago
removed 3D gaussian blur entirely, it was too slow
29 Days Ago
split censoring XYZ segment counts and convarred, defaulting to (4,5,4)
29 Days Ago
Fixed steam inventory modal unable to send coroutines during their init
29 Days Ago
Fix issue causing low ammo indicator to be always on
29 Days Ago
Only scroll when the item is not 100% visible Some safety checks
29 Days Ago
merge from indirect_instancing (for real this time)
29 Days Ago
merge from indirect_instancing
29 Days Ago
local-region OBB pointcloud fitting
29 Days Ago
Some bug fixes, reset scroll pos after closing the skin modal NRE fixes
29 Days Ago
Update: differentiate SpawnPosOverride and Density errors Noticed a bug that can cause random prefab picking starvation (we don't return prefabs if instantiating a prefab fails), will fix in a separate CL to confirm via debug maps Tests: ran dump_map junkpiles 1000 on 4.5k procgen
29 Days Ago
slight cleanup, disabling blur for now
29 Days Ago
Adding extra unitybuild args that were missing on OSX builds
29 Days Ago
29 Days Ago
Update: refactor SpawnPopulationBase to work with ISpawnHandler - got rid of SimulateSubFill, consolidated logic - changed dump_map default simulation count to 100 (to avoid iteration explosion) - added more fail reasons This both reduces code duplication and makes sure we run exactly the same SubFill logic when simulating to generate debug maps Tests: ran it on 4.5k procgen with dump_map junkpiles 1000 - found why they don't spawn