127,451 Commits over 4,201 Days - 1.26cph!
xmas floorpaper setup, wip
Follow Daniel's advice of merging two redundant code paths into one
Added prevent movement colliders to all walkway floor meshes to smoothen out moving around
server_refresh_budgeting_adjustments -> main
Increase server processing budgeting up to 200 per frame
Remove stop watch limitation
add animator live-updating, refactor some code placement that didnt make sense
Roof net mesh and prefab setup
Update: AnalyticsUploader - refactor how we accumulate data
- AnalyticsTable no longer serializes EventRecords, that's moved to IAccumulators
- Implement serializers on top of IAccumulators (Csv, Json, CompressedCsv, CompressedJson)
- Uploaders automatically create IAccumulators per AnalyticsTable
Still missing an accumulator that would replicate how client analytics are serialized, but now it should be easy to do. Unit tests got simplified, need to expand coverage
Tests: ran unit tests
Hanging tarp 350_a LOD/COL/Prefab
Restore some commented RPC checks.
food barge and floating piers culling volumes for props
Improvised walkways LODs/COL/Prefab setup
Enabled batching and R/W on all improvised walkway meshes
Adding browning single rig fbx
▍▆▊▇▋ █▅▆▍▇▅_█▍▍▋▍▌▍▇ ▉▉▍▍▆▊ (▍█▌▇▇▋▇ `&& ▇▄▇▌█`)
farm barge culling volumes for props, full refactor of prefab groups
Fix stairs server cull tag
Individual parenting triggers for hull and floor pieces.
re-populated unarmed player update anims
commit of annoying material list that keep modifying until committed
prison barge culling volumes for props
Submitting progress on floating city 3 (still WIP)
Update: implement AzureBulkUploaderImpl
- uses UploadBlobAsync instead of OpenWriteAsync
Not tested. Realized that current abstractions will not play well together, so gotta move a bit of stuff around.
Tests: none, will do later once I start converting user-code
replaced baked shore vector data being saved as a broken texture to storing the actual data in an SO (with some inspector texture vis for sanity checking)
- adjusted blitting func, untested though
merge from bed_improvements - skinners please review your submitted bed skins, possibly need resubmitting
Unknown Error x4
The Method Unknown is not supported x4
Exiting connection was forciably closed by the remote host x2
Method
30834 is not supported x3
Method
14566 is not supported x2
Method
14898 is not supported x2
iterations on the boat steering wheel start turning audio files
Steering wheel prevent building volume.
updated bed model with new model, new uvs, texture and material. Fixed a bunch of issues with the mesh and uvs so it can be better skinned in the workshop. Updated workshop mesh. Updated gibs, prefab and corpse prefab. Re-hooked up all references to bed in game including skinviewer2 prefab.
Additional steering wheel dismount positions
merge form underwaterlabs_bp_fragment
half-broken application of baked shore vectors
moved cooldown flag from storage to the drone entity so it's actually communicated for client feedback
▆▊▊▄▌ ▅▇▋▇▌▅▄ ▉▇▊▌ ▉ ▄▍▄ █▍ ▄ ▋█ ▍▍▄▊▊▅ ▇▍▋▌▉ ▉▄ ▍▅▆▄▉▊▊▍▅▋▉▄▌ ▉█▉▍▇▊▍▉▍▆ ▇▄ ▊▊▌▄'▋▉ ▄▆█▄▌▌ █▇ ▇▄▉▌▅█▊▌▉ ▌█▌▉▍▊ ▉▄ ▍▌▍ ▌▄▌▌▇▆ █▌▇█ ▊▊█ ▍▆▍▄▅▄ ▌▇▌ ▄▍ ▊▍▍▅▊▍▄▌▍ ██
Updated charity plushie Icons
prefab LOD distance tweaks
some deletes of prefabs we don't use anymore
prefab LOD distance tweaks
re-factored oilrig leg prefabs to share a same nested prefab for the art
▌▇▄▅▋█▇▊ ▅▅▌▄▅▍ ▄▉ ▍▌█▄▄▉▍█▋ ▇█▌▋▅ █▊▋▇, ▉▋▊▌▌▍▇ ▄▆▊▆ ▅▍█▌▊▋ - █▇▌▇▇█ ▊█▇▍█▍ ▍▊ ▆▆▌█ ▆▍▅▄▉▊▄ ▆▇▆▉ ▇▍▄▄█▄▆▌ ▍▆▇▄▇█▍▍▄▇
Always enable the sleeping animator if the player is within 10m, lets the very subtle sleeping animation that I had never noticed before play as intended
Get rid of the pooling for SteamFriend to fix game invites going to the wrong player
Disable player animators on players that have been sleeping for more than 10s
In a scene with 200 sleepers this drops animator handling time from 7.2ms to 0.3ms
Automatically resumes once player wakes up, seems like no visible consequences
Fix menu prefabs not preprocessed in place after death_screen_optimize merge (broke Use Bundles too)
Added some light LODs to the bounce lights on the static phonebooth, they would have rendered at all times while in network range
Possible fix for AmbientLightLOD not properly enabling lights after a bug fix for the jungle update
Seemed to affect lights that didn't use a CullingVolume
Also removed an allocation every time a player enters and exits the lights range
Replace all displacement textures with shapes, switch off blending for now, use vertex position to sample displacement instead of instance pos (except of grass case), squash foliage towards centre relative to displacement vector, use quantized vertex colours to attenuate, and rework directional height for better blending.
BaseMountable compile fixes
Compile fixes: copyboat_cl was a ServerVar, swapped it to a ClientVar
Codegen