134,932 Commits over 4,293 Days - 1.31cph!

Yesterday
Update: PersistentObjectWorkQueue now gathers a bit more telemetry - also fixes a potential bug with stale data uploading to our backend (another case in ObjectQueue) There's a bug with it being desynced with the rest of the data (it's called last, but in reality is current), will fix later Tests: none, not done yet
Yesterday
Paintable Reactive Target - Updated texture size down from 4K to 2K
Yesterday
merge from main/naval_update
Yesterday
Increase RADAR_CONTACT_TYPE_BITS from 3 to 4 (for sign bit)
Yesterday
Try setting ruin door to world layer to fix navmesh bug
Yesterday
Paintable Reactive Target - Fixed and improved paintability, cleaned up meshes, updated textures and shaders, updated gibs, simple collisions for static parts, rendered icon and ran icon manifest.
Yesterday
merge from deployer_vm_3p_fix
Yesterday
Fix building plan appearing untextured in 3rd person when deploying certain items generic_deploy now uses the same setup / viewmodel as the regular planner
Yesterday
Reimplement deep water checks in batched buoyancy
Yesterday
boat_planner_new_icons -> main
Yesterday
Add Lewis's new icons for Boat Building Parts: - Low Wall Barrier - Low Cannon Wall - Low Wall
Yesterday
Add "enabled" key to util.GetSunInfo Try to fix IMaterial:GetShader on Linux SRCDS * By storing the shader name on the material, instead of relying on the shader system on dedicated server
Yesterday
more prefab setup
Yesterday
Fixed boat building planner worldmodel showing regular planner on LOD1 and LOD2
Yesterday
Update: runtime_profiler - track pre_lateupdate times It's a category with a bunch of unity internal work that can take a non-trivial amount of time. Should make it easier to identify source of degradation. Tests: dryrun of analytics in editor with runtime_profiling 1
Yesterday
main -> naval_update
Yesterday
deepsea_disable_drone -> main
Yesterday
Stop players from being able to attempt to buy from vending machines in the Deepsea This was allowed before - resulting in drones getting stuck at the border
Yesterday
Fix island scientists roaming into the water, make sure to use world space position not navmesh space, fix bug where navmesh space was used to check if a position was inside a world volume
Yesterday
Remove Physics Projectile layer from all parenting triggers on all ghostship variants Was causing thrown grenades and C4 to freak out
Yesterday
Ornate Frame Setup
Yesterday
added metal box corpse
Yesterday
worldmodel, projectile and entity prefab set up
Yesterday
Merge: from useplayertasks_removegroupoccludee_nre - Bugfix: patch exception from double add of occlusion group member. OcclusionValidateGroups to validate if groups are correct Tests: various 2p scenarios - being close, far, outside of range, teleports
Yesterday
Update: add OcclusionValidateGroups servervar - also replaced the conditional log with a logerror, to make sure we spot it - codegen Couldn't reproduce the issue locally, so I'm missing something, including whether it was a false-positive or not. This should help check every bad case and confirm whether the issue is legit or not Tests: used the command in a couple scenarios - players close, players far, players outside of network range, with invis on/off
Yesterday
merge from naval_update
Yesterday
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Yesterday
Fix scientists sometimes failing to find any good patrol destination and despawning, they will now allow partial paths
Yesterday
merge from SmallRamp_Deploy
2 Days Ago
Anchor load fix
2 Days Ago
boatai_cleartarget_fix -> main
2 Days Ago
Fix second entry point for a recursive AI state in OnTargetClaimAvailable Fully rely on PursuePlayer to do a sucessful switch over of target/state logic.
2 Days Ago
Update: replace throw with a devbuild-conditional error log This is a cirtical code path, so we can't interrupt it or we'll corrupt global state. Think I see where the problem is coming from, will attempt to fix next Tests: none, trivial change
2 Days Ago
Initial viewmodel setup - viewmodel prefab updated - anim events added - ironsights re-positioned - rig (with hands) re-exported - anims re-exported at origin
2 Days Ago
Fix pool leak in TimedExplosive
2 Days Ago
Merge: from main
2 Days Ago
boatai_clartarget_fix -> main
2 Days Ago
Only let the claimant boat give up the target. Behaviour isn't as good but prevents the recursive nature of forwarding claims.
2 Days Ago
removed unused bakelod material
2 Days Ago
updated materials with spec removed bakelod textures again removed metallic again
2 Days Ago
last change didn't agree with material change - fixed missing spec textures
2 Days Ago
sks world model update - no longer uses bakelod and bakelod textures - removed bakelod textures and materials - textures now spec/gloss workflow instead of metallic - removed old metallic texture sets & updated materials
2 Days Ago
vineswing anims exported/added to player aniamtion controller for player rig v4
2 Days Ago
merge from main
2 Days Ago
merge from main
2 Days Ago
Changed the names of the decal layer textures on the Standard shader to match the names used on the StandardWithTwoDecal shader as this is needed for the painting system to work correctly
2 Days Ago
Removed test cubes from CraggyIsland
2 Days Ago
ghostships - fixed some zfighting with wood planks
2 Days Ago
merge from main
2 Days Ago
merge from naval_update