128,797 Commits over 4,201 Days - 1.28cph!
    
    
    
        
            
            
            
                
                Tune generation param so that hires navmesh tiles have the same size as lowres ones, for easier stitching
                
                
                
                
             
         
        
            
            
            
                
                Add multi command execution to console UI + multi line autocompletion.
                
                
                
                
             
         
        
            
            
            
                
                - Speed up geometry collection (lots of culling was actually losing perf when done at scale and relying on recast chunkyMesh)
- Fix terrain gen being very low res and not respecting alpha (go back to using existing baked terrain code we were using before)
                
                
                
                
             
         
        
            
            
            
                
                Add multiline support to dev console
                
                
                
                
             
         
        
            
            
            
                
                merge from main -> naval_update
                
                
                
                
             
         
        
            
            
            
                
                merge from naval_update -> deep_sea
                
                
                
                
             
         
        
            
            
            
                
                Casino progress / better curtains
                
                
                
                
             
         
        
            
            
            
                
                security tower rename material
                
                
                
                
             
         
        
            
            
            
                
                - Speed up tile rebuild
- Fix tile rebuild giving very different results from initial build
                
                
                
                
             
         
        
            
            
            
                
                Can only bunnyhop:
1. Once every 3 seconds
2. When grounded
3. When not waterlogged
4. When there is at least 10% sprint percentage remaining
Bunnyhop now:
1. Uses correct physics calls to make a nice jump
2. Uses a relative force to account for slopes
3. Jumps higher at faster speeds
4. Jumps get scaled by the sprint percentage remaining
5. Consumes 10% sprint percentage
https://files.facepunch.com/jacob/1b0511b1/Unity_Aa2i1beFhS.mp4
https://files.facepunch.com/jacob/1b0511b1/Unity_npssU8l2Br.mp4
                
                
                        
                        
                
                
             
         
        
            
            
            
                
                Optim: Get rid of allocs in BradleyAPC::DoPhysicsMove
Tests: loaded monument island with a launch site, verified bradley spans and rides around. in profiler DoPhysicsMove had 0 allocs
                
                
                
                
             
         
        
            
            
            
                
                Set dressing supplies barge
                
                
                
                
             
         
        
            
            
            
                
                Locker - updated workshop model with proper mesh shading
                
                
                
                
             
         
        
            
            
            
                
                Simplify prioritize premium sorting - works way better than it did before
                
                
                
                
             
         
        
        
        
            
            
            
                
                Merge from naval_missions
                
                
                
                
             
         
        
            
            
            
                
                security prison bug fixes, lods, collision
                
                
                
                
             
         
        
        
        
            
            
            
                
                Fix CH47 patrol point selection to use a more fair random monument choice
Previously, GetRandomPatrolPoint() picked the first valid monument after a random start index. This biased results when only a few monuments were valid. Now we collect all valid monuments and select one uniformly at random, ensuring a more even distribution.
                
                
                
                
             
         
        
            
            
            
                
                wrap custom coacd editor in defines
                
                
                
                
             
         
        
            
            
            
                
                Further cannon setup.
Collision setup so it works nicely with cannon low wall.
                
                
                
                
             
         
        
        
        
        
        
            
            
            
                
                Optim: get rid of allocs in BuildingPrivlidge::IsAuthed
Tests: set up TC on Craggy, was able to auth/deauth
                
                
                
                
             
         
        
        
            
            
            
                
                merge from /main/coACD
- adds FPConvexCollisionBaker that we can use to bake convex collider sets for compatibility with dynamic RBs (PlayerBoats)
                
                
                
                
             
         
        
            
            
            
                
                Unity tutorial - added test objects to scene
                
                
                
                
             
         
        
            
            
            
                
                Cannon deploy placement fix.
                
                
                
                
             
         
        
            
            
            
                
                Cannon art/prefab updates.
Assign placement prefab.
                
                
                
                
             
         
        
            
            
            
                
                ▊▌█▄▌ ▉▉▋▌ █▆▆▍▊_▉▌▅▊_▊█▆▉▅▇▉▊▍▊▌▊▊▉▋_█▇▍
                
                
                
                
             
         
        
            
            
            
                
                 merge from fix_nametag_blocked_by_floor
                
                
                
                
             
         
        
            
            
            
                
                 merge from fix_nametags_water
                
                
                
                
             
         
        
            
            
            
                
                 merge from duplicated_gunshots_fix
                
                
                
                
             
         
        
        
            
            
            
                
                Error scan checks for more than one occurrence of an ActionEvent node type
                
                
                
                
             
         
        
        
            
            
            
                
                Fix an issue that could possibly duplicate gunshot sounds if the player was under a decent amount of lag or lower fps server.
Possible duplicated sounds would be local sounds (within network range), played once by the network signal then again with the effect logic. Would be made worse with lag
                
                
                
                
             
         
        
            
            
            
                
                Remove merging of damaged regions as the sorting and merging was taking more time than it saved in some situations. 
If frequent buffer updates continue to be a problem, /indirect_instancing/bitmapped_damage_tracking should fix that.
                
                
                
                
             
         
        
            
            
            
                
                Cleanup code for node creation search window
                
                
                
                
             
         
        
            
            
            
                
                door.hinged.mboat models, item def, prefab
                
                
                
                
             
         
        
            
            
            
                
                Fix all boat building block localizations
                
                
                
                
             
         
        
            
            
            
                
                Add and setup low cannon wall.
Added to boat planner.
                
                
                
                
             
         
        
            
            
            
                
                Add ConcurrentBoolArray as a simpler (but more wasteful) form of ConcurrentBitArray to get things going quicker.
Add a function to find contiguous regions of values efficiently.
                
                
                
                
             
         
        
            
            
            
                
                floating city generic container 2