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128,127 Commits over 4,201 Days - 1.27cph!

25 Days Ago
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merge from main
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Setup right entities Setup prefab variants
25 Days Ago
Add favourite paths to the file dialog
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naval_update -> gun_turret (missed files)
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naval_update -> gun_turret
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Add /copypaste/ and /demos/ to shared ignore.conf file
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Filled itemname on both charity plushies steam item
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Added charity plushies to the skin viewer
25 Days Ago
fixed nightlight being too blue and dark
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pumpkin basket entity - Added offsets to make it work with basket anims due to difference in model size and pivot
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set up wire and hose entities, removed duplicate override controller
25 Days Ago
Update: AnalyticsUploader - combine AzureBulkJsonUploader and AzureBulkCSVUploader into BulkAccumulator - this also allows to combine the 2 uploaders into 1 This enabled aligning EventRecord serialization with current system. I think this is the last change to the code, next up will updating user code and testing in "real world". Tests: ran unit tests
25 Days Ago
setting up vm rpg skin
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corrected deep sea shore vector positioning and how we copy the data into the current deep sea shorevectors map - something is still broken with the data, but the map matches the deep sea bounds size and aligns with island positions properly now
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Casino upper floor dressing progress Fixed roof_flat_300x300_b Plywood variant for bar tables
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Update: AnalyticsTable - bring back useJsonDataObject support Tests: ran unit tests
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Continued work to floating city 3 (still WIP) - floating walkway set dressing
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Enabled Frame Timing Stats within the Player settings as this is required for gathering GPU timings in release builds
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Compile fix
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merge from main
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Fix error when build happens before navmesh is initialized
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Adding 50 cal right rig
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Added GPU frame timings to the performance logging
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Have DecayEntities affect navmesh at runtime when spawned and destroyed by default (remaining todo exclude IOEntity, AnimatedBuildingBlock, BaseTrap, etc)
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created skins folder in rocket launcher folder, temp set up rpg as a spawnable weapon
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25 Days Ago
Boat building station is no longer a StorageContainer as it was never needed. Set Clear Area menu item to always be the lowest priority so it never appears as the default.
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Tests: add all Analytics Uploader tests - Covers ClientFPUploader, ServerFPUploader, AzureBulkJsonUploader, AzureBulkCSVUploader with multithread data generation - Specialized editor logging for each uploader, as it doesn't make sense to emit compressed goup ClientFPUploader will need internet connection as it relies on steam Tests: ran unit tests
25 Days Ago
zero'd transforms in bandage entity
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xmas floorpaper setup, wip
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Follow Daniel's advice of merging two redundant code paths into one
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Added prevent movement colliders to all walkway floor meshes to smoothen out moving around
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server_refresh_budgeting_adjustments -> main
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Increase server processing budgeting up to 200 per frame Remove stop watch limitation
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add animator live-updating, refactor some code placement that didnt make sense
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Roof net mesh and prefab setup
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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
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Hanging tarp 350_a LOD/COL/Prefab
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Restore some commented RPC checks.
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food barge and floating piers culling volumes for props
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Improvised walkways LODs/COL/Prefab setup Enabled batching and R/W on all improvised walkway meshes
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Adding browning single rig fbx