128,880 Commits over 4,201 Days - 1.28cph!

Yesterday
Fix steering wheel/mailbox issue (properly this time?)
Yesterday
enabled texture streaming (mips) on halloween wallpaper textures
Yesterday
Merge from parent again
Yesterday
moved rotation guides on wallpaper guides to the top so they're visible with new guide shader
Yesterday
merge from Project_Hammer
Yesterday
Fixed NRE on boot caused by chicken coops
Yesterday
artist pack branch
Yesterday
Buildfix: add missing CLIENT guards Tests: build all configs locally
Yesterday
Revert rotations on guide mesh now that the animation is fixed
Yesterday
updated anchor.deployed to now properly reference anchor gibs
Yesterday
wip xmas ceilingpaper
Yesterday
Fix steering wheel id
Yesterday
anim update based on feedback
Yesterday
Yesterday
Merge from parent
Yesterday
Merge from boat_building
Yesterday
Merge from steering_wheels_fix
Yesterday
merge from main
Yesterday
Merge: from analytics_queue_rewrite - New analytics uploading backend, disabled by default (analytics.usev2) - New debug vars - analytics.log and analytics.dryrun Tests: unit tests, used both old and new analytics backends and monitored logs
Yesterday
Sail gibs
Yesterday
Updating small ramp rig skinning
Yesterday
disabling shadow casting on late LODs of casino CH47
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
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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