157,353 Commits over 4,536 Days - 1.45cph!

12 Months Ago
Fixed missing text on premium modal
12 Months Ago
Initial work to allow the ai to work on the PT Boat
12 Months Ago
Move the random storage box into the doorway. You now have to interact with the door to open the pt boat storage Manifest (again)
12 Months Ago
gun_turret -> naval_update
12 Months Ago
Manifest
1 Year Ago
- properly embed navmesh saving and loading in SaveRestore flow - use proper override save/load path if set - use debugEx to not extract stackTrace when logging - respect nav_disable convar - fix empty tiles being null after loading from save, no tile should ever be null even if empty, this causes issue when queuing for rebuild at runtime - consolidate redundant code paths into navmesh init, and add tile - skip saving if navmesh was never built
1 Year Ago
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1 Year Ago
big break-everything refactor on shore vectors where all data is wrapped behind ShoreData structs that are switched as required - all queries have to be made positionally or directly on the relevant ShoreData map - most query methods now passthrough to the correct dataset, some are hardcoded to Mainland data for some questionale pre-existing usage - refactored ShoreVectorQueryStructure to use the ShoreData structs and handle switching between them internally in jobs
1 Year Ago
naval_update -> gun_turret
1 Year Ago
disable streaming on construction guide normal maps while active
1 Year Ago
Fix server tree entities being spawned on both the client attached to the deep sea islands and on the server - modify PrefabpreProcess to always remove child entities from client entities because they should always be realm removed whether the component is attached or not?
1 Year Ago
adding small ramp rig
1 Year Ago
updated rpg skin prefabs/anims and dragon launcher prefabs reserialized
1 Year Ago
radtown t0 crate normal fix
1 Year Ago
Updating 50 cal fbxs with new bones
1 Year Ago
Cleaned up earlier test. Now takes a list of scene items that can be batch rendered. Added "Batch Render Scene Items" context menu. Removed old "test" methods and context menus.
1 Year Ago
Reapply oilrig monument changes for mission
1 Year Ago
Update: Add FallbackUploader - uses primary uploader if enabled, otherwise uses fallback - Added a test that checks it - DryRun is now a per-accumulator settings instead of a global overwrite - lets each uplaoder decide how to act Allows us to setup flexible chains(extra loggers, backups, etc), and more importantly we can emulate current analytics flow Tests: ran unit tests
1 Year Ago
Merge from naval_update
1 Year Ago
floating city 4 update
1 Year Ago
split client/server calls to write baked data
1 Year Ago
fix rotation being inverted
1 Year Ago
Potential fix for ais getting stuck when the last point of their path lies on a boundary edge, and the last edge is perpendicular to it
1 Year Ago
actually finally fix the scaling, missing element was comparing relative shore distance sizes inclusive of dimension and world bounds
1 Year Ago
prison barge - tweaks to culled groups
1 Year Ago
Update: Move accumulators into uploaders - AnalyticsTests.TestUploade has logging enabled permanently to help validate things It was a blocker to implement uploader chains (which I discovered we need for server, but should be quick) Tests: ran unit tests
1 Year Ago
50cal single reload, idle and fire block out animation content
1 Year Ago
Casino barge dressing progress Culling volume first pass
1 Year Ago
UI_StoreGeneralTab.OnOpened NRE fix attempt
1 Year Ago
corrected blit so it scales and rotates properly
1 Year Ago
missing file
1 Year Ago
Clean: rename AnalyticsUploader -> AnalyticsManager Disambiguates from the internal IUploader Tests: compiles in editor
1 Year Ago
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1 Year Ago
Fixed workshop tab background disappearing when pressing escape while in the workshop scene
1 Year Ago
WIP submit of floating city variant 3
1 Year Ago
tweaks to mannequin draw distances via lodgroup
1 Year Ago
Added a loading on the steam inv crate buttons for when you open the menu before it finished warming up Tweaked the budget
1 Year Ago
draw distance tweaks to legs and barges, was displaying baked lod a little early layer change on barge ground surfaces >world
1 Year Ago
Bugfix: apply separator in json-lists aggregation correctly Tests: used accumulator logging to see what is being fed
1 Year Ago
setup culling volumes for oilrig legs tops props and bottom floating debris
1 Year Ago
Update: Accumulators can now log what they're being fed This revealed a bug with json concatenation, should be a quick fix Tests: ran unit tests
1 Year Ago
Removed tarp from plywood_e and added a plywood_f prefab
1 Year Ago
Post merge compile fix
1 Year Ago
Added streaming controller component to the skin viewer camera, fixes blurry textures
1 Year Ago
4k ramp textures
1 Year Ago
Merge from main
1 Year Ago
Merge: from server_occlusion_gen_reorder_narrowphase - Bugfix for ServerOcclusion potentially crashing during generation Tests: generated custom map that had a consistent crash and a default 4.5k procgen editor world
1 Year Ago
Bugfix: ServerOcclusion - don't schedule same SubGrid cells repeatedly for rock intersection It caused more work to be done(this saves ~13s), and in some cases even an out-of-bounds access crash. Tests: generated server occlusion cache for a 6k custom map that had a consistent crash, generated default editor 4.5k proc gen world
1 Year Ago
separate sizes, fixed scaling
1 Year Ago
Fix new notification sounds not responding to volume controls Remove command for debugging oil rig server reset, no longer needed