136,333 Commits over 4,293 Days - 1.32cph!

Today
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Today
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Today
setup 3p shield anims and applied to player animation.controller
Today
reactive target unstuck-ing force trigger collider
Today
initial step towards making proper shore vector generation fast enough to avoid blitting data for the deep sea - Native DistanceField methods using jobs and burst - jobified various other parts of the shore vector generation - fixed batched HeighMap position query not using the deepsea data - about a third of the previous runtime currently but still too slow
Today
Merge from naval_update
Today
- Prevent scientists from being overly agitated (going from hiding spot to hiding spot never pausing in between) when peeking and flanking both are not possible - Prevent scientist on other floors or sniped from being too agitated (peeking and wobbling a lot) even though nothing is happening near them - Fix scientists throwing grenades while searching or while being surprised
Today
Easel code cleanup
Today
Update(breaking-change): WorkQueueProfiler now also reports BudgetTime - breaking as this doesn't match CSV template Tests: none, compiles
Today
Update: WorkQueueProfiler now sends an extra aggregate record for queues We could aggregate it on the backend, but that would mean sending through potentially a hefty amount of empty records Tests: compiles
Today
Paintball projectile is its own thing instead of a glowing tracer. (Needs tinting in code)
Today
Charcoal Comp Box - blockout prefab configuration
Merge from main
Merge from naval_update
Today
Folder structure for rentable shop kiosks + temporary trim planning textures
Today
Signage LOD NRE guard
Today
Clean: add a couple TODOs for when I'll be going through old analytics code cleanup Tests: none, trivial changes
Today
dance animation updates
Today
Update: extracted PersistentObjectWorkQueue.TelemStats into WorkQueueTelemStats - made ObjectWorkQueue populate it - every queue now always logs it's budget time, even if it has no work to run (so that we can estimate budgetted/total time %) Opens it up for use in custom queues as well, but I'll cross that bridge later Tests: compiles
Today
Dropped item fix
Today
updated skins list - silly horse mask was set to wrong steam id
Today
some vertex normal weights polish on doorway and window blocks added doorway and window blocks projected decal for the bone ornaments crypt bones decal projector files/textures
Today
Fix pool leak
Today
Bugfix: ensure Runtime profiler reports WorkQueue and Invokes from the same frame - moved it's logic to be invoked via PostUpdateHook.OnLateUpdate, rather than slamming it directly into PostUpdatehook internals Previously invokes would be from last frame, while work queues would be from current. It's still a little wrong, as we're reporting it as data from last frame - but at least it's consistently wrong Tests: none, will deal with any fallout later
Merge from artist_pack_dlc
Merge from main
Today
Update: rejig a couple parts of TelemStats to simplify code Tests: compiles
- Paintball gun no longer applies paintball colours to the particle effects of entities which have custom impact effects setup - Fixed train bell dinging every time we just wanted to know what its impact effect is. Bell now dings when it's attacked
Today
merge from main
Add DecalOffset component to allow decals to be offset along their relative y-axis Added this to paintball decals to fix most issues of them not appearing on some building surface types. Still an issue for the hard side of shipping container walls, might need an additional option to set per surface type.
Today
merge from main
Today
Updated Horse Mask LODs
Today
3p jump mid air anim exported after editing and assigned to playeranimation controller
Today
reworked shoredata blitting to handle rotated bounds properly and not clamp-extend outside pixels
Today
Deleted extra icon
Today
foundation triangle crypt displays correct wall type
Today
Fixing ak 47 anims not having tanslation baked into prop bones
Today
Merge from sails_motion_vector_fix
Today
re-applied crypt building grades to blocks post merge
Today
Upgrade Standard-Wind shader to match Standard Use Standard-Wind for sails to fix motion vectors
scientist_boats_gameplay_pass_4 -> main
Compile fix
scientist_boats_gameplay_pass_4 -> main
main -> scientist_boats_gameplay_pass_4
Use setup the correct starting rotation when mounting a turret
Today
Merge from workcart_leak_fix
Run camera animation stuff in update rather than messing around with invokes or seat overrides
- Fix head animations not working in build on the PT Turret - Stop get eye override cycling calling itself in some scenarios - Ensure IsEmpty is also set when jumping off a reloading turret - Remove Interface for mounted weapons - just look at the mounted weapon script instead
Today
fix PT boat turret movement sounds recycling too aggressively (fixes silent rear turret movement) fix PT boat turret dryfire sound spamming add light toggle sounds to PT boat (just playing flashlight on/off currently)