127,451 Commits over 4,201 Days - 1.26cph!

Today
xmas floorpaper setup, wip
Today
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
Today
add animator live-updating, refactor some code placement that didnt make sense
Roof net mesh and prefab setup
Today
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
Today
Restore some commented RPC checks.
Today
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
Today
Adding browning single rig fbx
Today
▍▆▊▇▋ █▅▆▍▇▅_█▍▍▋▍▌▍▇ ▉▉▍▍▆▊ (▍█▌▇▇▋▇ `&& ▇▄▇▌█`)
Today
farm barge culling volumes for props, full refactor of prefab groups
Today
Fix stairs server cull tag
Today
Individual parenting triggers for hull and floor pieces.
Today
re-populated unarmed player update anims
Today
commit of annoying material list that keep modifying until committed
Today
prison barge culling volumes for props
Today
Submitting progress on floating city 3 (still WIP)
Today
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
Today
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
Today
GL anim updates
Today
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
Today
iterations on the boat steering wheel start turning audio files
Today
Steering wheel prevent building volume.
Today
merge from main
Today
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.
Today
Additional steering wheel dismount positions
Today
merge form underwaterlabs_bp_fragment
Today
half-broken application of baked shore vectors
Today
moved cooldown flag from storage to the drone entity so it's actually communicated for client feedback
Today
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Today
Merge from naval_update
Today
Updated charity plushie Icons
Today
prefab LOD distance tweaks some deletes of prefabs we don't use anymore
Today
prefab LOD distance tweaks re-factored oilrig leg prefabs to share a same nested prefab for the art
Today
▌▇▄▅▋█▇▊ ▅▅▌▄▅▍ ▄▉ ▍▌█▄▄▉▍█▋ ▇█▌▋▅ █▊▋▇, ▉▋▊▌▌▍▇ ▄▆▊▆ ▅▍█▌▊▋ - █▇▌▇▇█ ▊█▇▍█▍ ▍▊ ▆▆▌█ ▆▍▅▄▉▊▄ ▆▇▆▉ ▇▍▄▄█▄▆▌ ▍▆▇▄▇█▍▍▄▇
Today
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
Today
Get rid of the pooling for SteamFriend to fix game invites going to the wrong player
Today
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
Today
Merge from main
Today
Fix menu prefabs not preprocessed in place after death_screen_optimize merge (broke Use Bundles too)
Today
Added some light LODs to the bounce lights on the static phonebooth, they would have rendered at all times while in network range
Today
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
Today
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