129,867 Commits over 4,201 Days - 1.29cph!

33 Days Ago
merge from door_canopen_saveload
33 Days Ago
merge from naval_update/deep_sea
33 Days Ago
Moved entrance portal closer to the valid bounds end, was spawning too close from the island
33 Days Ago
Save and load canHandOpen, canNpcOpen and isSecurityDoor fields for doors. This should fix: - Some puzzles breaking after first server restart, allowing the doors to be opened without power (oil rigs, launch site) - Oil rig scientists losing the ability to open doors and push inside certain rooms after first server restart
33 Days Ago
merge from analytics_texture_memory -> main
33 Days Ago
merge from workshop_scene_bugfixes -> main
33 Days Ago
Expose texture memory usage in client analytics
33 Days Ago
merge from fix_entity_scale_occlusion -> main
33 Days Ago
Fix `ent scale` only accepting an int instead of accepting float
33 Days Ago
Fix not working when far away, call "ResetCulling()" on all LOD components as well as calling it on the entity having it's scale changed - this should only be called on the client when the scale has changed so it won't reset culling on every single network update Fix entity not being able to reset to 1 scale since it was ignoring default scaling size - network scale every update if `networkEntityScale` is enabled
33 Days Ago
Bump default ocean scale to 3 in deep sea
33 Days Ago
Deep sea weather presets
33 Days Ago
bump maps, visible backfaces for depth cues
33 Days Ago
Fix how phrases were being displayed and edited in conversation graph editor, now utilizes the custom editor for phrases
33 Days Ago
workshop scene bugfixes
33 Days Ago
- Get rid of recast demo space partition structure, after profiling deeper turns out it's slower in our use-case - Allow tile gen to be fully synchronous with no time slicing for easier profiling - Fix part of the world not generating - Re-add support for different resolution in monuments - Try out various methods of culling tris / mesh decimation, no perf improvement
33 Days Ago
Fix entity scaling not updating the bounds & culling bounds of entities - recalculate both the bound and the culling bounds - reset the bounds inside ResetState() based on the original prefab so it doesn't cause pooling errors
33 Days Ago
Added PT Boat 50 Cal Dual and Single FBX and Textures Setup PT Boat 50 Cal Materials Started Setting up PT Boat 50 Cal Prefabs
33 Days Ago
Update: AssetDatabaseBackend - throw an error if trying to load an asset that's not part of a dynamic bundle Tests: clicked through store in editor
33 Days Ago
t1 smg world anim update, fixed animator issues
33 Days Ago
merge from naval_update
33 Days Ago
merge from naval_update/floating_cities
33 Days Ago
merge from naval_update
33 Days Ago
Codegen
33 Days Ago
regenerate static fields to fix compile - added ResetStaticFields call to codegen clean
33 Days Ago
merge from naval_update
33 Days Ago
Restored deep sea floating city prefab Moved floating city prefab out of autospawn, so it doesnt spawn with procgen
33 Days Ago
merge from main
33 Days Ago
Fixed debug.printanimators command NREing when finding a null animator controller
33 Days Ago
merge from main
33 Days Ago
Update: feed dynamic bundle hashset externally to AssetBundleBackend This allows us to reuse the const instead of hardcoding a raw string Tests: compiles in editor
33 Days Ago
merge from refridgeration_feedback -> main
33 Days Ago
Clean: pre-review cleanup - got rid of unit test as it doesn't prove anything and relied on API that's not promoted (or needed atm) - formatting fixes, dead code removal - got rid of fallback inspector code Tests: editor compiles in all configs
33 Days Ago
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33 Days Ago
Merge: from main
33 Days Ago
Merge: from storetakeover_icons - Storetakeovers and related resources now can be dynamically loaded/unloaded Tests: navigated through the store and inventory while taking memory snapshots
33 Days Ago
Merge: from merge_with_atlas - General improvements to editor workflow - Fixing outstanding bugs and TODOs - Updated all assets again to catch up with atlas work Tests: navigated through the store and inventory while taking memory snapshots
33 Days Ago
RPG Incendiary Ammo - Changed models import settings
33 Days Ago
If a claimant boat to a target is removed then inform the other boats that a new claimant position has opened up This means if you kill the main boat attacking you, the other boats waiting in the attack 'queue' can have a stab at killing you instead
33 Days Ago
merge from naval_update
33 Days Ago
merge from main
33 Days Ago
ResetStaticFields on LightLOD
33 Days Ago
RPG High Velocity Ammo - Added models textures and materials
33 Days Ago
more floating walkways work on set dressing refining floating_city_2 layout
33 Days Ago
Merge from main
33 Days Ago
Much better near and far distances when dealing with the boat coordinator Debugging
33 Days Ago
Connected both water catchers to the water barrel in the farm barge
33 Days Ago
more floating walkways work on set dressing
33 Days Ago
remplaced mesh colliders with primitive
33 Days Ago
Clean: replace a path with a named constant Tests: editor compiles