134,233 Commits over 4,262 Days - 1.31cph!

2 Months Ago
Fixed client portal weather lerping
2 Months Ago
Make sure to network the deep sea Open flag to clients
2 Months 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
2 Months Ago
Fixed the deep sea portal bounds not being initialized when spawned, causing them to never teleport players ffs
2 Months Ago
Added a shader for rendering the movement of paintball pellets inside a hopper
2 Months Ago
Raised height of weapons vendor due to legs clipping (supplies barge)
2 Months Ago
merge from fc_shorevector_fixes
2 Months Ago
painted ocean topology onto shared FC terrain and rebaked shore vectors
2 Months Ago
handling null/empty heightslope and waterheight data in baked data properly (was trying to blit empty arrays)
2 Months Ago
Fix anchor visual state on entering network range or loading in.
2 Months Ago
merge from naval_update
2 Months Ago
Added tropical4 to the deep sea islands
2 Months Ago
merge from naval_update/island_scenes
2 Months Ago
Fix anchor not anchoring
2 Months Ago
Small boat crane (LODs and COL pending)
2 Months Ago
Added tropical3 to the deep sea islands
2 Months Ago
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2 Months Ago
Fixed anchor culling when lowered.
2 Months Ago
merge from naval_update
2 Months Ago
rebaked FC 1/2/3 so the data isn't infinity
2 Months Ago
merge from naval_update
2 Months Ago
Reverted landmark info component added to floating city, we won't use that for the map markers S2P floating city 1 2 3
2 Months Ago
Dont compare raw positions for state dirty
2 Months Ago
support minimum enforced shore distance on baked data to handle FC better
2 Months Ago
Fix rear turret being on the wrong camera mode
2 Months Ago
ClientIOLine slackLevels and originalPositions actually need to be serialised, moved them out of #if CLIENT
2 Months Ago
merge from naval_update
2 Months Ago
- Clean up texture streaming jobs - Fix wrong camera position in Streaming_FallbackSquaredDistanceJob - Add various debugging ConVars - Add "Indirect Instancing" UI Indicator
2 Months Ago
merge from naval_update
2 Months Ago
Fixed CLIENT SERVER serialized fields mismatch in - DeepSeaManager - SteeringWheel - ClientIOLine (was causing all monument prefabs to reimport) - PaintingFavouriteColorButton - PaintingFavouriteColours - RendererBatch
2 Months Ago
Force front turret to go into a neutral position when reloading (ugly right now)
2 Months Ago
Merge: from analytics_save - Adds a "save" event tracking when server creates a save Tests: triggered save in editor with logging
2 Months Ago
Update: add analytics save event Tests: ran an explicit save in editor
2 Months Ago
Chainsword engine now always starts, matches base chainsaw
2 Months Ago
New medical syringe anim set - first pass
2 Months Ago
Roll back recent inEyesView changes, not reliable enough
2 Months 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
2 Months Ago
2 Months Ago
Check for boat auth before entering edit mode
2 Months Ago
Fix npcs failing to land a shot when only the player head is sticking out, because of their distaste for landing head shots
2 Months Ago
2 Months Ago
fixed issues with batched ocean trace deferred jobs using AsDeferredJobArray for the rays in the IJobParallelForDefer OceanTraceJob as the indices now drive the deferred batch size and we still need a view of the rays list that is aware of the populated size in previous jobs. This maintains parallelism and a single set of job dependencies without needing a complete/sync
2 Months Ago
Commit progress - Setup bonus objective for underwater labs mission - Add persistent mission entities to MissionInstance, for tracking entities which exist outside of the mission and are not spawned as part of the mission. Entity info added alongside spawned mission entities in mission protobuf data - Small improvements for Divemaster and Hunter conversation dialogue - Fix NRE when opening dialogue graphs which contain speech nodes with several fail conditions - Small improvement for displaying mission list node - Add attribute and property drawer for ConversationData to display button to open graph view where a ConversationData asset is displayed in the inspector - Improved BaseMission editor inspector for objectives - String optimisation for MissionsHUDToDo - Conversation panel size no longer appears to quickly change after pressing a response and then waiting for server response
2 Months Ago
fixed WaterSystem NRE
2 Months Ago
Merge from boat_building
2 Months Ago
Merge from naval_update
2 Months Ago
merge from deep_sea
2 Months Ago
codegen
2 Months Ago
OceanSimulation split between deepsea and mainland - required extra indirection in most batched water queries but it's hidden away
2 Months Ago
merge from main