128,900 Commits over 4,232 Days - 1.27cph!
    
    
    
        
            
            
            
                
                Gesture menu progress, some refactoring and polish
 
                
                
                
                
                
             
         
        
            
            
            
                
                Water pump idle loop audio is now affected by occlusion.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Server Browser design changes
 
                
                
                
                
                
             
         
        
            
            
            
                
                Thrust position calculation fix
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Update: Add BaseRaidBench to build scene list and mark it for maps bundle
- Also removed the nuked Foliage scene - forgot to clean it up
Tests: none
 
                
                
                
                
                
             
         
        
            
            
            
                
                ghost ship interior progress
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: BaseRaidBench - unblock pooling
Takes the edge off halfway through the benchmark, but initial 5 seconds are still rough.
Tests: ran the scene
 
                
                
                
                
                
             
         
        
            
            
            
                
                Add support for building block-specific padding offsets (eg increase y padding on shipping container foundations, or on the outer side of wood walls)
(Ensures more accurate alignment of deployables on specific building block types.)
Introduced a static dictionary mapping prefab names to custom Y and normal padding values.
Added support for padding modes: StrongsideOnly, WeaksideOnly, and Both.
Applied  padding logic during downward placement and wall/corner snapping.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Mark a bunch of collision meshes as R/W
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: BaseRaidBench - reposition camera to above the circle
Tests: ran scene
 
                
                
                
                
                
             
         
        
            
            
            
                
                Bugfix: BaseRaidBench - fix NREs by loading game manifest on start
Tests: ran scene
 
                
                
                
                
                
             
         
        
            
            
            
                
                Pilot Codelock - updated icon, fixed material order in LODs
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: BaseRaidBench - players now animate and produce muzzle flashes
Tests: ran the scene
 
                
                
                
                
                
             
         
        
            
            
            
                
                Add auto-save paintings option
 
                
                
                
                
                
             
         
        
            
            
            
                
                Bugfix: BaseRaidBench - track weapon cooldown properly
- also account for animation delay for weapons that have it
The benchmark is now much more tame.
Tests: ran the scene
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix error with turret lerpspeed when compiling in NONE configuration
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: BaseRaidBench - stagger initial weapon cooldowns
More realistic, and avoids spiking specific frames
Tests: ran scene
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: BaseRaid - emulate rockets and grenade movement
Tests: ran scene, player is blasted to high heaven
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                update prefab to include item information
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix client server directives compile errors
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update header buttons to match all the others
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed abyss pack page tag
 
                
                
                
                
                
             
         
        
            
            
            
                
                WIP Automatic thrust point calculation based on hull blocks
 
                
                
                
                
                
             
         
        
            
            
            
                
                Reimplementation of session events
 
                
                
                
                
                
             
         
        
            
            
            
                
                Remove leftover components from scientist suit that's not needed since the scientist is not a BasePlayer anymore
 
                
                
                
                
                
             
         
        
            
            
            
                
                Disable scientist obstacle avoidance as it causes them to get stuck
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix error from missing param in animator
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                - Fix scientists noticing the player again too quikcly after losing them (their awareness value was not decreasing properly)
- Fix scientists turning to look at players before they fully noticed them
 
                
                
                
                
                
             
         
        
            
            
            
                
                made pilot codelock a skinnable of the codelock, fixed codelock not being default craft after it was broken by the skinnable addition
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: BaseRaidBench - use projectile specific velocity
Tests: ran scene
 
                
                
                
                
                
             
         
        
            
            
            
                
                Backgound thread that keeps a Steam auth ticket refreshed for events
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: BaseRaidBench - weapons now use their respective projectiles instead of rifle bullets
- EffectLibrary can return GameObjects now
Tests: ran the scene. Server-side projectiles need further massaging (as there's no server)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Track how long since a boat has had a player aboard.
Auto close sails after ~30 seconds of having no players aboard.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Compass burst cloth and rig update
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed half height shelf and bathtub planter having weird placement issues sometimes
Fixed computer station and twitch desk not being able to be corner snapped
 
                
                
                
                
                
             
         
        
            
            
            
                
                Implement AnyPlayersOnBoat
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: BaseRaidBench - implement firing cooldown
At least now frame time stabilizes around 150ms.
Tests: ran the scene.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Removing moss from floating walkway mats
 
                
                
                
                
                
             
         
        
            
            
            
                
                Footer styling to match other areas
 
                
                
                
                
                
             
         
        
            
            
            
                
                EngineOn now checks for open sails and thrust
 
                
                
                
                
                
             
         
        
            
            
            
                
                ghost ship interior progress
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Finally fixed the texture space being calculated incorrectly
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from upkeep_convars -> hardcore_refresh
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Set convars in hardcore gamemode to 5x upkeep (WIP)