128,940 Commits over 4,232 Days - 1.27cph!
    
    
    
        
            
            
            
                
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                Plays the correct third person deploy sound
 
                
                
                
                
                
             
         
        
        
            
            
            
                
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                merge from naval_update/deep_sea
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added IClientComponent to CullWhenInside so they never spawn on the server
 
                
                
                
                
                
             
         
        
            
            
            
                
                Set floating cities as non global broadcast for now so entering the deep sea doesn't take 2 working days
We'll have an HLOD anyway
 
                
                
                
                
                
             
         
        
            
            
            
                
                floating city 2 layout update, connected most barges and piers together
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: FileSystemBackend.Load<T> - option to skip caching of loaded asset
Using this to try to avoid caching of store assets
Tests: opened and closed Abyss page a couple times with DB backend
 
                
                
                
                
                
             
         
        
            
            
            
                
                Harmonised plywood across scene, added another plywood variant
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                merge naval_update to cannon_code
 
                
                
                
                
                
             
         
        
            
            
            
                
                 fix Adobe Building Skin token
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix mouse aiming with the cannon
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Give new state in player anim controller an empty clip with a better name, makes it easier to override per override controller
 
                
                
                
                
                
             
         
        
            
            
            
                
                decal_birdcraplarge added
 
                
                
                
                
                
             
         
        
            
            
            
                
                Reduce placement height of hull pieces so you can exit the water onto them.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Clean: reorganize UI_Store.CloseStoreOverlayPage
- added a todo to revisit
Tests: none, trivial change
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Can now start and end boat building mode directly from a boat steering wheel if you are within a boat building station.
Bunch of refactoring for it to work.,
 
                
                
                
                
                
             
         
        
            
            
            
                
                Bugfix: Ensure active UI_StoreItemOverlayPage gets properly cleaned up
Tests: tried a bunch of main menu interactions
 
                
                
                
                
                
             
         
        
            
            
            
                
                Better navigation through smaller pathways (obstacles on left and right) but clear ahead
Only handle the reverse case if the front is blocked (not the sides)
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from skinglowtester_fix
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Make sure running "Generate Schema" without the glow scan doesn't wipe old glow data
 
                
                
                
                
                
             
         
        
            
            
            
                
                Restored glow tags on last weeks skins
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Update: UI_Store - load overlay page dynamically from path
Doesn't do unloading yet (gets cached in the asset backend). Also there's a bug with CloseStoreOverlayPage not being called in all cases.
Tests: In Editor, loaded Abyss overlay page in store
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: UI_StoreTakeover - store paths instead of guids
- ran Update Paths
Our filesystem backends only work with paths, so GUIDs were useless.
Tests: none, trivial change
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Merge from vram_monitoring
 
                
                
                
                
                
             
         
        
            
            
            
                
                security tower lods and collision.
skeletonjail collision.
fender lods converted to meshlod.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Prevent mip map discarding being enabled for texture streaming, as textures that should be in use are being discarded when they shouldn't be
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                fixed launchsite crate wheelie on pipe
LS s2p
 
                
                
                
                
                
             
         
        
            
            
            
                
                made chainsaw vm idle anim longer
 
                
                
                
                
                
             
         
        
            
            
            
                
                Updated Radtown loot spawns, T0 had more and sometimes better loot spawning when generating in t0, T0 nerfed - T3 buffed
s2p
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: UI_StoreTakeover - store GUIDs to referenced prefabs
- Ran Update GUIDs on MenuUI2_Store
same goal as before, try to dynamically load/unload store pages.
Tests: In editor, opened Abyss store page
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Chainsaw chain now moves in third person
 
                
                
                
                
                
             
         
        
            
            
            
                
                meta_shift -> main - blueprint fragment baseline
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from naval_update/deep_sea