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137,113 Commits over 4,474 Days - 1.28cph!

10 Months Ago
undid a bunch of stuff making shore vector baking a static func, it's completely unnecessary and we have everything we need in the scene already
10 Months Ago
initial shore vector baker
10 Months Ago
merge from blueprint_fragment_fix
10 Months Ago
fixed bed workshop obj broken normals cause by rotated transform
10 Months Ago
Get BoatAI down from 4ms every frame (for 12 boats) to around .2 ms for the same 12
10 Months Ago
Update: AnalyticsUploader now flushes it's queue on shutdown. - Updated tests to validate everything got flushed - Fixed missed gzipstream end block serialization tracking - Fixed ever-growing memory stream Next up need to add EventRecord pooling, then gotta implement remaining uploaders, and in theory it's done Tests: ran unit tests
10 Months Ago
Add sail collision sets for raised and lowered states. Toggle as required.
10 Months Ago
Merge from monument_notification_sounds
10 Months Ago
- Fix for cargo ship notification, now plays only on a triggered event spawn rather than any spawn - Add convar for reenabling monument toast notifications - Add debug convar to figure out what's going wrong with oil rig notifications - Protocol increment for modified RPC's
10 Months Ago
Rebase on current /indirect_instancing
10 Months Ago
Clean up some failed experiments
10 Months Ago
r/w and prefab LOD distance tweaks, enabling batching on props that can use it
10 Months Ago
hatchet entity updates
10 Months Ago
Seperate physics queries from the avoidance logic itself Use cached physics results for a few frames instead of having to request fresh data every cycle
10 Months Ago
Anchor, plank, sail, steering wheel and small engine forward damage to their parent PlayerBoat
10 Months Ago
Swap all of the raycasting to run on jobs via RaycastCommands
10 Months Ago
Implement boat sinking for destroyed player boats
10 Months Ago
Enabled r/w on renderer batch of floating walkways
10 Months Ago
renderer batch enabled on zipline props set (small planks, etc) reduced culling distance
10 Months Ago
Include world layer in groundwatch
10 Months Ago
Update: add per-AnalyticsTable telemetry - using this telemetry to improve unit tests Next up need to add support for flush-on-shutdown Tests: ran unit tests
10 Months Ago
Portal marker works with any direction Higher res deep sea icon
10 Months Ago
merge from main
10 Months Ago
Fix potential issue where request to rebuild tiles are ignored if the tile is currently being rebuilt, as it'll then be desynced with the geometry, add more profile markers
10 Months Ago
Bone knife and variation updated
10 Months Ago
Updated 50 Cal Models and Prefabs to include the ammo box Created 50 Cal Ammo Box Material Removed Dual 50 Cal Model and added Right Side 50 Cal Model as a replacement
10 Months Ago
merge from volcano_stuff - was merged to release but not main
10 Months Ago
Club animation updates
10 Months Ago
BBS prevent building tweaks. Setup prevent building for sails, stop them being spammed together.
10 Months Ago
First pass floating city variant 3 (walkways and flow still WIP)
10 Months Ago
Map markers spawning in the deep sea get their global network behaviour assigned to deep sea MapView minor cleanup
10 Months Ago
remove red keycard from silo monument s2p
10 Months Ago
Hatchet variations set up
10 Months Ago
player update 3p mingun anims exported
10 Months Ago
First pass of map marker for the entrance portal
10 Months Ago
Prevent boat building stations from being placed overlapping.
10 Months Ago
Mannequin parts
10 Months Ago
added ziplines and rope ladder to floating city 4 layout to provide easy and quick way down the casino reduced ziplines slack value, 4 was too high for most conditions
10 Months Ago
Add component to floating city prefab and deep sea island prefab
10 Months Ago
Switch from unparenting every entity spawned in the deep sea to using a EntityParentSettings component to ocnfigure detaching children after spawn & skipping running DisableInternalCollisions() - using separate component so we avoid reserializing every entity prefab for now
10 Months Ago
Drop context resolution 12 -> 8 Still gives us plenty of data but saves 4 rays
10 Months Ago
Swap AIDriverUpdateAction InvokeRepeating to InvokeRandomized so we dont flood the thread Run every 100ms rather than every frame
10 Months Ago
naval_update/gun_turret -> naval_update
10 Months Ago
Manifest Codegen
10 Months Ago
naval_update -> gun_turret
10 Months Ago
Apply changes to default prefab
10 Months Ago
Make turret entity invinsible Position changes
10 Months Ago
Rename internall turret seat Move aim position Manifest
10 Months Ago
Interpolate server states with IGenericLerpTarget, thanks Bill!
10 Months Ago
Fix cannon rotation being independent of the boat when turning.