130,356 Commits over 4,201 Days - 1.29cph!
    
    
    
        
            
            
            
                
                player update 3p mingun anims exported
                
                
                
                
             
         
        
            
            
            
                
                First pass of map marker for the entrance portal
                
                
                
                
             
         
        
            
            
            
                
                Prevent boat building stations from being placed overlapping.
                
                
                
                
             
         
        
        
            
            
            
                
                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
                
                
                
                
             
         
        
            
            
            
                
                Add component to floating city prefab and deep sea island prefab
                
                
                
                
             
         
        
            
            
            
                
                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
                
                
                
                
             
         
        
            
            
            
                
                Drop context resolution 12 -> 8
Still gives us plenty of data but saves 4 rays
                
                
                
                
             
         
        
            
            
            
                
                Swap AIDriverUpdateAction InvokeRepeating to InvokeRandomized so we dont flood the thread
Run every 100ms rather than every frame
                
                
                
                
             
         
        
            
            
            
                
                naval_update/gun_turret -> naval_update
                
                
                
                
             
         
        
        
            
            
            
                
                naval_update -> gun_turret
                
                
                
                
             
         
        
            
            
            
                
                Apply changes to default prefab
                
                
                
                
             
         
        
            
            
            
                
                Make turret entity invinsible
Position changes
                
                
                
                
             
         
        
            
            
            
                
                Rename internall turret seat
Move aim position
Manifest
                
                
                
                
             
         
        
            
            
            
                
                Interpolate server states with IGenericLerpTarget, thanks Bill!
                
                
                
                
             
         
        
            
            
            
                
                Fix cannon rotation being independent of the boat when turning.
                
                
                
                
             
         
        
            
            
            
                
                Add a way for oneshots to disable the leg animator, blend the weights for it in/out.
                
                
                
                
             
         
        
        
            
            
            
                
                Swap yaw/pitch sync vars over to a single ServersideMountedWeaponSnapshot syncvar
                
                
                
                
             
         
        
            
            
            
                
                Fix more rotation issues, offset the parent correctly
                
                
                
                
             
         
        
            
            
            
                
                Point guns in the correct direction
                
                
                
                
             
         
        
            
            
            
                
                Spawn 2 50cal guns for the dual version and point both slightly inwards to rotate towards the same forward
Ensure you cant loot the front turret ammo (this will be used by NPCs for reloads)
                
                
                
                
             
         
        
        
            
            
            
                
                Merge from monument_notification_sounds
                
                
                
                
             
         
        
        
            
            
            
                
                Fix issues with oil rig sound notification prefab
                
                
                
                
             
         
        
            
            
            
                
                fix flexelement issues with screen resizing
                
                
                
                
             
         
        
            
            
            
                
                Add floating city to "Scenes/Monuments/" menu in editor
                
                
                
                
             
         
        
            
            
            
                
                merge from disable_island_parenting -> deep_sea
                
                
                
                
             
         
        
            
            
            
                
                Pushed a debug change by accident
                
                
                
                
             
         
        
            
            
            
                
                Portal spawns within valid bounds
Vehicle whitelist cleanup
                
                
                
                
             
         
        
            
            
            
                
                don't update steering wheel sounds when out of range
use TimeSince instead of incrementing a timer for steering wheel sound stop delay
                
                
                
                
             
         
        
            
            
            
                
                Added favourite colours controls for painting, with convar support to create up to 10 (default 3)
- this was sorely needed with the addition of the colourpicker
                
                
                
                
             
         
        
            
            
            
                
                Unparent all the child entiites on the deep sea islands so they only network when up close
- simplier and easier than dealing with inheriting network groups
                
                
                
                
             
         
        
            
            
            
                
                Consistent mat_monitorgamma convar flags
Adjust formatting of VRAD usage info
* Give more context to -SunSamplesAreaLight
Fixed Menu Lua errors when creating presets
* Due to recent changes to main menu internals
Fixed crashes to do with a certain broken demo file
Improve invalid model detection
Make `gm_spawn` only work for .mdl files
util.IsValidModel returns false if extension is not .mdl
Better warning for "Unknown read error 38"
                
                
                
                
             
         
        
            
            
            
                
                merge from mesh-guide-shader-improvements (several fixes)
                
                
                
                
             
         
        
        
            
            
            
                
                remove most junk from elite crates
                
                
                
                
             
         
        
            
            
            
                
                fix construction guide flickering from rendering multiple LODs on top of each oither
                
                
                
                
             
         
        
            
            
            
                
                Update: Initial rewrite of the analytics core
- Only implements NullUploader, I'll implement actual uploaders after tests are good
- Added basic tests for it, but they don't validate anything - that'll be next.
- Renamed existing AnalyticsTests.cs to Test.EventRecord.cs (+ internal rename) - those tests validate EventRecord serialization
Goal is to use one implementation to cover needs of both Client and Server. Got the basics done, need to add telemetry to be able to test better, support EventRecord pooling and implement the existing uploaders.
Tests: ran new unit tests
                
                
                
                
             
         
        
            
            
            
                
                Fix nothing rendering for real this time.
                
                
                
                
             
         
        
            
            
            
                
                fix some missing guides, render alpha cutouts
                
                
                
                
             
         
        
            
            
            
                
                Try a holistic approach to detect entities that can trigger a navmesh rebuild, remove component on foundation and barricade, fix navmesh not being rebuild sometimes after entity gets destroyed (collider still detected in same frame, or client collider picked up in editor), increase navmesh definition in and around player constructions
                
                
                
                
             
         
        
        
        
            
            
            
                
                Fix meshes not being properly collected, log time when building navmesh synchronously, fix not accounting for biome specific ores when adding nav blocker
                
                
                
                
             
         
        
            
            
            
                
                scale lighting by scene ambient luminance, so it's not overly bright at night
                
                
                
                
             
         
        
        
            
            
            
                
                Move everything to ai namespace, delete unused classes, move navmesh params to own file, add more safety checks in native code when creating empty navmesh, also save/load pending build operations, ignore trees, add navblocker to ores