128,907 Commits over 4,201 Days - 1.28cph!

Yesterday
boat small ramp anims exported at origin
Yesterday
disabled shadow casting on barges LOD1 and up, same for security tower as its shadows are barely visible after first cascade
Yesterday
Merge from parent
Yesterday
Increase grass distance max clamp
Yesterday
Add overrides for the last few LODs in the interior of the ghost ship so they cull correctly Mark a bunch of LOD materials on the ghost ships as GPU instanced for better batching Mark some lower LODs as not shadow casting
Yesterday
Added deep sea "biome" for: - Color grading - MaterialConfig This works different than other biomes: - The deep sea "biome" is never blended with other biomes, as it's a separate instance - This is helpful, since the terrain biome map only has 4 channels (+ the absence of any of the channels, which is jungle) - Code has already been added for special handling of the deep sea for weather and some shaders, both of which have different logic than just blending in another biome - Best way to picture the deep sea "biome" is as a "biome layer" that toggles to an entirely different set of weather and terrain / ocean configs, as set up by Jake, Petur and Brian - It still needs to show up in some systems that allow for customization per biome, like color grading and MaterialSetup, possibly others (tbd) - The deep sea biome is not patched into the shader code, since we never lerp between it and the other biomes (avoiding the additional overhead for our already-complex shaders) - Since the deep sea uses an entirely separate terrain and water config, neither of those systems need to blend the deep sea with the other biomes either - The deep sea terrains can use entirely custom splats (currently using 2 distinct sand splats) - Technically deep sea terrain could use their own 5 biome layers which could be entirely different from the ones of the main terrain (hence the "biome layer" analogy) Shelved all the shader code since I originally implemented all of it as I did for jungle before I realized it's all bullshit for this
Yesterday
Don't generate navmesh on deep sea islands if AI.move is false, will generate it if set to true afterwards like other AI spawners
Yesterday
NRE fix for wiping islands without FoliageGrid initialized
Yesterday
Yesterday
Merge from deep_sea
Yesterday
Enable fog of war in the deep sea in non hardcore modes Accidentally fixed a bunch of map functionality in the deep sea in the process - player location, vending machines now work In hardcore mode the deep sea map is entirely disabled Fog is reset when the deep sea wipes Fixed hardcore not working on craggy
Yesterday
Fix not being subscribed to deep sea network group, switch from using center of network grid bounds to using the layer
Yesterday
scientist_boat_ai -> naval_update
Yesterday
If a boat is sinking dont keep trying to apply corrective forces. These forces have always been applied - without it boat sinking looks really cool
Yesterday
Fix deep sea network groups being visible if you get close enough to the border, and vise-versa for main island network groups - move deep sea groups onto their own layer despite being in the same physical height
Yesterday
Missed file
Yesterday
Ensure players are properly killed
Yesterday
Moved Small_Ramp folder to Deployable/BoatBuilding Created small ramp deployable and item Created convex colliders for base section Applied Door component, generated icon, applied gibs
Yesterday
Dont do any clipping checks for AI on the PT Boat and RHIB
Yesterday
▄▍█'▅ █▅▉▆▇ ▊▊█ ▌▍▊▊▇ ▍▋█▍ ▄▇
Yesterday
█▊▋▍▍▆▄ ▋▆▇▌▊▆█▍▄▍: '▆▊' -> '▄▋' :▌▅▊▆:
Yesterday
Add new ClippingCheckAiMode to BaseVehicle.Server Let's us skip clipping checks for AI, or apply to both AI and players
Yesterday
Changed how rockets and flares get added to the attack heli when using fixcars command: Fixcars 1 -> Inserts 1 row of flares Fixcars 2 -> Inserts 1 row of flares and HV Fixcars 3 -> Inserts 1 row of flares, HV and Incen Fixcars (with no parameters) -> Gives flares and HV's (behaviour remains the same)
Yesterday
Splats
Yesterday
merge from vclouds_demo_timescale_fix
Yesterday
fix cloud movement hitching in timescaled demo
Yesterday
merge from construction_guide_missing_normal_maps
Yesterday
fix some construction guides missing normal maps
Yesterday
Progress
Yesterday
Helicopter Balance pass: Flares - removed the ability for passengers to manually throw flares from helicopters - added flares to minicopter & scrappie - hot air balloon can cut engines to avoid homing missiles (after 5s of engine being off)
Yesterday
merge from fix_ghost_ship_parenting -> naval_update
Yesterday
Add a couple of `parent.ShouldChildrenInheritNetworkGroup()` that were missing beside existing `ShouldInheritNetworkGroup()` calls - should fix NPCs parented to ghost ships being global networked instead of local
Yesterday
merge from vclouds_amd_seam_fix
Yesterday
fix vertical seam in vclouds weather map on AMD
Yesterday
merge from ui_overhead_optims
Yesterday
Fixed shockbyte popup icons not being marked as dynamic
Yesterday
merge from main
Yesterday
fixed issue with metal detector anims
Yesterday
Big sidetrack experiment, changing parenting/parent behaviour everywhere
Yesterday
Enabled map back in the deep sea Its half working, only shows the islands for now
Yesterday
merge from naval_update/deep_sea
Yesterday
Codegen
Yesterday
More deep sea logs Added tree count to deepsea.printentitycount
Yesterday
Assigned main island global network group to chinook, chinook scientists and cargoship
Yesterday
Added avoidDeepSeaPortal and avoidDeepSea parameters to TerrainMeta::RandomPointOffshore - Chinook avoids the deep sea playable area when egressing and spawning - Cargo avoids the deep sea playable area AND deep sea portal side when spawning (egressing changes to come) Added CH47HelicopterAIController.dropCrate command to force chinooks to leave
Yesterday
Remove duplicate entity from PlayerBoat prefab that I just spent 2 hours trying to fix in code.
Yesterday
Mesh fixes and tweaks for the CH47 casino variant
Yesterday
collision fixes on barge oil rig legs prison security tower