130,588 Commits over 4,232 Days - 1.29cph!
    
    
    
        
        
            
            
            
                
                naval_update -> scientist_boats_gameplay_2
 
                
                
                
                
                
             
         
        
            
            
            
                
                naval_update/deep_sea -> naval_update
 
                
                
                
                
                
             
         
        
            
            
            
                
                Increased player search range of PT Boat and RHIB
PTBoat has much higher range. This means that a PT Boat will be most likely find a target and inform the group
Its in the players best interest to kill the PT Boats, preventing groups from coming at them
 
                
                
                
                
                
             
         
        
            
            
            
                
                scientist_boats_gameplay_2 -> naval_update
 
                
                
                
                
                
             
         
        
            
            
            
                
                Made RHIB scientists way less tanky
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Destroy all windows and doors when a boat is destroyed and starts to sink
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix SetGesture() not working right with the new playables system. 
After recreating the playables graph animation controller we need to wait a full frame to allow the animator to be properly relinked.
We can then apply weights as normal.
Sleeping gestures etc were being ignored before: should now be back to normal
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from fix_team_chat_carryover -> main
 
                
                
                
                
                
             
         
        
            
            
            
                
                potential fix for staying in team chat after switching servers
 
                
                
                
                
                
             
         
        
            
            
            
                
                ▍▊▊▊▋▋▅▄▆ ▋▍▊▋▉▌██/▌▉▆▉▊▉█▌ ▌▄▋▄▅▇
 
                
                
                
                
                
             
         
        
            
            
            
                
                Also show block health if damaged or player is holding hammer
 
                
                
                
                
                
             
         
        
            
            
            
                
                disable biome fog when in deep sea
 
                
                
                
                
                
             
         
        
            
            
            
                
                remove redundant SprayFailReason.MountedBlocked debug log
 
                
                
                
                
                
             
         
        
            
            
            
                
                Force animator warmup to wait a frame for playables to intiialise first. This prevents calls to animator.Update() without a frame buffer in the middle
 
                
                
                
                
                
             
         
        
            
            
            
                
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                Fixed some DoD materials
* Fixed excessive reflections on that one map, fixed footstep sounds mostly, fixed that one missing texture on that one prop
Fixed some unlocalized strings in spawnmenu
DBinder improvements
* Added localization (NONE, PRESS A KEY), added a tooltip that explains its usage (right click to clear), added ability to middle click to reset to default, just like sliders.
Added ability to randomize/clear only one category in Faceposer
 
                
                
                
                
                
             
         
        
            
            
            
                
                scientist_boats_gameplay_2 -> naval_update
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Removed gibbable script from barricade stones in casino barge
 
                
                
                
                
                
             
         
        
            
            
            
                
                Re trigger animator to fix issues with mounting helis.
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from deployguide_swamp_brightness_fix
 
                
                
                
                
                
             
         
        
            
            
            
                
                fix deploy guide darkening when entering swamp
 
                
                
                
                
                
             
         
        
            
            
            
                
                Destroy graphs on disable and recreate them
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Toned down the waves when crossing the portal as its client only
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge: from baseplayer_serverupdateparallel
- Optimizes ServerOcclusion by reordering work and reducing number of pairs considered
- Optimizes parallel snapshot send out by reducing Pool contention
- General optims via reduced profiler instrumentation (new ServerProfiler.Core binaries)
Tests: 2p session on craggy with teleporting around and various occlusion scenarios (invis, dead, normal occluded, in view)
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                merge from naval_update/block_items_boats
 
                
                
                
                
                
             
         
        
            
            
            
                
                Setup playable graph for other players after animator warm up to fix crash during animator.update.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Block all items not deployable on tugboats on player boats as well
 
                
                
                
                
                
             
         
        
            
            
            
                
                Wolf Headdress improved skinning
 
                
                
                
                
                
             
         
        
            
            
            
                
                Removed entity scripts from ocean_buoy_static since they didn't float anyway and should save some performance 
Scene2prefab
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Skinning fix for 50 cal front left
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: new ServerProfiler with more filters
- Built on 276b03cf
Excludes a bunch of BasePlayer, BaseEntity, BaseNetworkable light functions, Native calls to RakNet and EAC, StableCache iterators.
Tests: booted in editor, took a snapshot of 10 frames
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merged mannequin changes branch into floating cities
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Material ID reduction on some floating walkway pieces
 
                
                
                
                
                
             
         
        
            
            
            
                
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                Krieg shotgun viewmodel updates
- Camera shake now matches pump
- Added camere effect to ADS fire
- Only plays the ADS fire if staying in that state
- Blend/transition updates in the animator
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added leg and feet separation to the mannequins
 
                
                
                
                
                
             
         
        
            
            
            
                
                - Add ability to hide mission markers on map and compass per objective. Set this up for underwater labs mission, so compass marker disappears whilst within the vicinity of the lab. Marker stays visible on map to indicate the general mission area
- Modify mission location to belong to each objective rather than a single mission location belonging to the mission instance to enable having more than one marker for a mission active at once (not fully setup yet)
- Add some client equivalent methods on missions for Think and OnObjectiveStart. Did not end up using these but leaving them as could be useful
- Separate out the methods for flagging missions protobuf data as dirty and saving that data. Saved a few instances where we were uneccessarily generating and sending data more than once in a server update cycle
- Made ObjectiveStatus poolable and removed associated allocations
- Fix kill entity mission objectives being incremented twice if kills from team members are enabled
- Fix mission fail timer not using Unix time
- Bump network protocol due to updated protobuf
 
                
                
                
                
                
             
         
        
            
            
            
                
                removed all the debug logs I forgot about
 
                
                
                
                
                
             
         
        
            
            
            
                
                added TriggerParentDelayedExit that defers Unparenting by small amount, allows bridging small gaps in parent volumes seemlessly without needing to find them algorithmically
- replaced all TriggerParnet in BoatBuildingBlocks with this
 
                
                
                
                
                
             
         
        
            
            
            
                
                Enable repair for boat building station