130,547 Commits over 4,232 Days - 1.29cph!
    
    
    
        
            
            
            
                
                Lerp when not using sights based on a fixed sensitivity value
 
                
                
                
                
                
             
         
        
            
            
            
                
                added hazmat worldmodel, set up prefab and linked to item.
 
                
                
                
                
                
             
         
        
            
            
            
                
                set up viewmodel prefab with updated model, re-populated animator and updated anim names
 
                
                
                
                
                
             
         
        
            
            
            
                
                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
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                put the ocean back into the cargo test scene (ocean topology)
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from anisotropic_fallback
 
                
                
                
                
                
             
         
        
            
            
            
                
                RPG7 - Fixed ammo position in world model prefab
 
                
                
                
                
                
             
         
        
            
            
            
                
                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
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from naval_update/deep_sea
 
                
                
                
                
                
             
         
        
            
            
            
                
                Dont call kill on dead or destroyed players
 
                
                
                
                
                
             
         
        
            
            
            
                
                Better logs from deep sea commands
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added component to show loaded ammo in dropped RPG
 
                
                
                
                
                
             
         
        
            
            
            
                
                Swap over TIme.time to Epoch.Current so we can have consistent time values on the client + server
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed client portal weather lerping
 
                
                
                
                
                
             
         
        
            
            
            
                
                Make sure to network the deep sea Open flag to clients
 
                
                
                
                
                
             
         
        
            
            
            
                
                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
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed the deep sea portal bounds not being initialized when spawned, causing them to never teleport players ffs
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added a shader for rendering the movement of paintball pellets inside a hopper
 
                
                
                
                
                
             
         
        
            
            
            
                
                Raised height of weapons vendor due to legs clipping (supplies barge)
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from fc_shorevector_fixes
 
                
                
                
                
                
             
         
        
            
            
            
                
                painted ocean topology onto shared FC terrain and rebaked shore vectors
 
                
                
                
                
                
             
         
        
            
            
            
                
                handling null/empty heightslope and waterheight data in baked data properly
(was trying to blit empty arrays)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix anchor visual state on entering network range or loading in.
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Added tropical4 to the deep sea islands
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from naval_update/island_scenes
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Small boat crane (LODs and COL pending)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added tropical3 to the deep sea islands
 
                
                
                
                
                
             
         
        
            
            
            
                
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                Fixed anchor culling when lowered.
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                rebaked FC 1/2/3 so the data isn't infinity
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Reverted landmark info component added to floating city, we won't use that for the map markers
S2P floating city 1 2 3
 
                
                
                
                
                
             
         
        
            
            
            
                
                Dont compare raw positions for state dirty
 
                
                
                
                
                
             
         
        
            
            
            
                
                support minimum enforced shore distance on baked data to handle FC better
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix rear turret being on the wrong camera mode
 
                
                
                
                
                
             
         
        
            
            
            
                
                ClientIOLine slackLevels and originalPositions actually need to be serialised, moved them out of #if CLIENT
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                - Clean up texture streaming jobs
- Fix wrong camera position in Streaming_FallbackSquaredDistanceJob
- Add various debugging ConVars
- Add "Indirect Instancing" UI Indicator
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed CLIENT SERVER serialized fields mismatch in
- DeepSeaManager
- SteeringWheel
- ClientIOLine (was causing all monument prefabs to reimport)
- PaintingFavouriteColorButton
- PaintingFavouriteColours
- RendererBatch
 
                
                
                
                
                
             
         
        
            
            
            
                
                Force front turret to go into a neutral position when reloading (ugly right now)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge: from analytics_save
- Adds a "save" event tracking when server creates a save
Tests: triggered save in editor with logging
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: add analytics save event
Tests: ran an explicit save in editor
 
                
                
                
                
                
             
         
        
            
            
            
                
                Chainsword engine now always starts, matches base chainsaw
 
                
                
                
                
                
             
         
        
            
            
            
                
                New medical syringe anim set - first pass
 
                
                
                
                
                
             
         
        
            
            
            
                
                Roll back recent inEyesView changes, not reliable enough