129,099 Commits over 4,201 Days - 1.28cph!

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