130,494 Commits over 4,232 Days - 1.28cph!

17 Days Ago
Client Prediction V2: Calculate a common time frame reference to send as a time key Hold a list of 20 previous predicted states on the client On receving a new server state: check your list Reconcille if needed
17 Days Ago
More debugging ConVars
17 Days Ago
put the ocean back into the cargo test scene (ocean topology)
17 Days Ago
merge from anisotropic_fallback
17 Days Ago
RPG7 - Fixed ammo position in world model prefab
17 Days Ago
Update: UsePlayerTasks - ensure SendEntitySnapshotsWithChildren_AsyncState have equally sized batches Previously we counter players for batch limit (skipping it's hierarchy), but that could lead to lopsided unequal tasks Tests: couldn't test this one, but it's similar code to other places so should be gud
17 Days Ago
merge from naval_update/deep_sea
17 Days Ago
Dont call kill on dead or destroyed players
17 Days Ago
Better logs from deep sea commands
17 Days Ago
Added component to show loaded ammo in dropped RPG
17 Days Ago
Swap over TIme.time to Epoch.Current so we can have consistent time values on the client + server
17 Days Ago
Fixed client portal weather lerping
17 Days Ago
Make sure to network the deep sea Open flag to clients
17 Days Ago
Optim: UseOcclusionV2 - ServerOcclusion caches unoccluded connections - removed couple redundant if checks This allows us to completelly skip faster-but-still-slow ShouldNetworkTo that have internal hash lookups in SendNetworkPositions - hoping it'll speed it up 50% Tests: ran in and out of occlusion on Craggy. disconnected to validate sleeper, then killed sleeper and reconnected - all works
17 Days Ago
Fixed the deep sea portal bounds not being initialized when spawned, causing them to never teleport players ffs
17 Days Ago
Added a shader for rendering the movement of paintball pellets inside a hopper
17 Days Ago
Raised height of weapons vendor due to legs clipping (supplies barge)
17 Days Ago
merge from fc_shorevector_fixes
17 Days Ago
painted ocean topology onto shared FC terrain and rebaked shore vectors
17 Days Ago
handling null/empty heightslope and waterheight data in baked data properly (was trying to blit empty arrays)
17 Days Ago
Fix anchor visual state on entering network range or loading in.
17 Days Ago
merge from naval_update
17 Days Ago
Added tropical4 to the deep sea islands
17 Days Ago
merge from naval_update/island_scenes
17 Days Ago
Fix anchor not anchoring
17 Days Ago
Small boat crane (LODs and COL pending)
17 Days Ago
Added tropical3 to the deep sea islands
17 Days Ago
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17 Days Ago
Fixed anchor culling when lowered.
17 Days Ago
merge from naval_update
17 Days Ago
rebaked FC 1/2/3 so the data isn't infinity
17 Days Ago
merge from naval_update
17 Days Ago
Reverted landmark info component added to floating city, we won't use that for the map markers S2P floating city 1 2 3
17 Days Ago
Dont compare raw positions for state dirty
17 Days Ago
support minimum enforced shore distance on baked data to handle FC better
17 Days Ago
Fix rear turret being on the wrong camera mode
17 Days Ago
ClientIOLine slackLevels and originalPositions actually need to be serialised, moved them out of #if CLIENT
17 Days Ago
merge from naval_update
17 Days Ago
- Clean up texture streaming jobs - Fix wrong camera position in Streaming_FallbackSquaredDistanceJob - Add various debugging ConVars - Add "Indirect Instancing" UI Indicator
17 Days Ago
merge from naval_update
17 Days Ago
Fixed CLIENT SERVER serialized fields mismatch in - DeepSeaManager - SteeringWheel - ClientIOLine (was causing all monument prefabs to reimport) - PaintingFavouriteColorButton - PaintingFavouriteColours - RendererBatch
17 Days Ago
Force front turret to go into a neutral position when reloading (ugly right now)
17 Days Ago
Merge: from analytics_save - Adds a "save" event tracking when server creates a save Tests: triggered save in editor with logging
17 Days Ago
Update: add analytics save event Tests: ran an explicit save in editor
17 Days Ago
Chainsword engine now always starts, matches base chainsaw
17 Days Ago
New medical syringe anim set - first pass
17 Days Ago
Roll back recent inEyesView changes, not reliable enough
17 Days Ago
merge from oceansimulation_split - running two ocean simulations, all usage switches between based on position (like all other deepsea code) and batched queries gather indirect indices
17 Days Ago
17 Days Ago
Check for boat auth before entering edit mode