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138,080 Commits over 4,505 Days - 1.28cph!

10 Months Ago
- 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
10 Months Ago
removed all the debug logs I forgot about
10 Months Ago
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
10 Months Ago
Enable repair for boat building station
10 Months Ago
Merge from boat_building
10 Months Ago
Merge from parent
10 Months Ago
Floating city 3 / replaced redundant entities / scene2prefab
10 Months Ago
Remove dismount transforms from PlayerBoat prefab
10 Months Ago
Optim: Set Pool<BufferStream> capacity to 32k (sum of NetRead and NetWrite caps) We end up eating up default capacity on busy servers(1.1k BufferStreams on 330p server), causing allocs. This should help avoid that. Tests: none, trivial change
10 Months Ago
Shortened bird poo decal effect. Cabin no longer enterable
10 Months Ago
Remove dismount overrides from PlayerBoat now they're not needed
10 Months Ago
Renaming paintball rig
10 Months Ago
Adding paintball gun rig
10 Months Ago
merge from parenting_improvements
10 Months Ago
compile fix for BaseMountable change - switched out client-incompatible check to an explicit disabling of the behaviour from the vehicle parent instead - set flag on PlayerBoat only
10 Months Ago
Refactors to LoadedAmmoWorldModel from feedback
10 Months Ago
Optim: UsePlayerTasks - pre-allocate NetWrites when sending snapshot queues This should reduce contention on the Pool<NetWrite>'s lock and let worker threads blast as fast as possible. Will need to revisit after measuring the pre-alloc overhead for main thread. Tests: On Craggy with UsePlayerUpdateJobs 2 flew away from island's network range then back - entities were where there have been before flying away.
10 Months Ago
Restore return for invalid dismount positions, not affecting us anymore after moving seat positions
10 Months Ago
Replaced redundant entities with props in all floating city barges and walkway prefabs Created a prop version of the electric furnace prefab
10 Months Ago
Large oilrig S2P (fixes old scientists spawning again after merge from main 134314)
10 Months Ago
merge from parenting_improvements - just the stairs parenting volume
10 Months Ago
gave boat stairs their own parenting trigger volume
10 Months Ago
Merge from bbb_deploy_changes
10 Months Ago
Fix hit particles not rendering
10 Months Ago
Disable MarkAttackerHostile on two more entities
10 Months Ago
Fix MountedWeaponSeat NRE
10 Months Ago
Push the wander direction away from the wall if it gets too close. Hopefully this will stop scientist boats congregating at the corners of the deepsea for no reason
10 Months Ago
naval_update -> pt_boat_2
10 Months Ago
scientist_boats_gameplay_2 _> naval_update
10 Months Ago
pick up fuel when picking up boat engine
10 Months Ago
Fix fingers not working on reload animations
10 Months Ago
More PlayerBoat prefab cleanup
10 Months Ago
merge from fix_ice_skin_particles to fix chainsaw fx lighting issues
10 Months Ago
Merge the two separate layers/loops into one for GetDeployedEntities
10 Months Ago
Fixed broken towel lods and floating props in casino
10 Months Ago
Deep sea icon for the map and death screen toggle button
10 Months Ago
Remove BoatBuildingBlock.ForceDeployableSetParent override. BoatBuildingStation.GetDeployedEntities() now grabs consutrction layer non-building block entities (doors, windows, etc) to parent them instead of relying on previous BBB override.
10 Months Ago
Removed the collision on the deep sea portal buoys
10 Months Ago
merge from boat_mountable_fixes
10 Months Ago
set steering wheel as DirectlyMountable, behaviour is the same but shortcuts checking the vehicle parent MountInfo in some cases
10 Months Ago
check whether the BaseMountable is a MountPoint for its vehicle parent when checking HasValidDismountPosition - already being checked for retrieving the actual positions, this just stops the menu item being hidden in some cases
10 Months Ago
single 50cal animation update
10 Months Ago
Fixed error with towel LOD materials
10 Months Ago
merge from deep_sea
10 Months Ago
Don't kill deep sea manager and deep sea portals during the deep sea wipe
10 Months Ago
Remove unintended building volume from PlayerBoat
10 Months Ago
All heads LODs Heads combined into 1 object per LOD
10 Months Ago
Merge from render_pipeline_testing
10 Months Ago
setting ForceDeployableSetParent to true for the PlayerBoat so parenting deployables actually works
10 Months Ago
Mark small ramp colliders as r/w