127,467 Commits over 4,201 Days - 1.26cph!
fixed nightlight being too blue and dark
pumpkin basket entity - Added offsets to make it work with basket anims due to difference in model size and pivot
set up wire and hose entities, removed duplicate override controller
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
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
Casino upper floor dressing progress
Fixed roof_flat_300x300_b
Plywood variant for bar tables
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
Fix error when build happens before navmesh is initialized
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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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.
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
zero'd transforms in bandage entity
xmas floorpaper setup, wip
Follow Daniel's advice of merging two redundant code paths into one
Added prevent movement colliders to all walkway floor meshes to smoothen out moving around
server_refresh_budgeting_adjustments -> main
Increase server processing budgeting up to 200 per frame
Remove stop watch limitation
add animator live-updating, refactor some code placement that didnt make sense
Roof net mesh and prefab setup
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
Hanging tarp 350_a LOD/COL/Prefab
Restore some commented RPC checks.
food barge and floating piers culling volumes for props
Improvised walkways LODs/COL/Prefab setup
Enabled batching and R/W on all improvised walkway meshes
Adding browning single rig fbx
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farm barge culling volumes for props, full refactor of prefab groups
Fix stairs server cull tag
Individual parenting triggers for hull and floor pieces.
re-populated unarmed player update anims
commit of annoying material list that keep modifying until committed
prison barge culling volumes for props
Submitting progress on floating city 3 (still WIP)
Update: implement AzureBulkUploaderImpl
- uses UploadBlobAsync instead of OpenWriteAsync
Not tested. Realized that current abstractions will not play well together, so gotta move a bit of stuff around.
Tests: none, will do later once I start converting user-code
replaced baked shore vector data being saved as a broken texture to storing the actual data in an SO (with some inspector texture vis for sanity checking)
- adjusted blitting func, untested though