136,343 Commits over 4,293 Days - 1.32cph!

Yesterday
added normalized heightmap vis to baked ShoreVectorData
Yesterday
halved min/max of topology query radius range, now [8,16] mapped from heightmap range of [4,0] - significant reduction in topology query cost, will need to test some procgen maps that water isn't now invisibile in some niche case
Yesterday
further improvements - reuse positions and heightmap data from previous query in topology query, we were doing both twice - moved topology radii gen, reading of topology, and processing into water mask into a set of 3 jobs scheduled under one handle and completed
Yesterday
mortar bipod gibs
Yesterday
mortar bipod LODs & textures
Yesterday
- Treasure chest spawned in deep sea as part of mission no longer destroys loot as it now no longer has troll loot - Update mission provider dialogue so it makes better sense now that you pick up something decent - Make the treasure chest it's own prefab rather than a variant
Yesterday
playerboat_wheel_mount_optimization -> main
Yesterday
Enable mount parenting on boat building steeringwheel
Yesterday
Fix scientists not communicating with each other that target is lost, and some still rushing or grenading very stale location
Yesterday
fix easel not deployable on rocks, breaking on boats
Yesterday
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Yesterday
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Yesterday
setup 3p shield anims and applied to player animation.controller
Yesterday
reactive target unstuck-ing force trigger collider
Yesterday
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
Yesterday
Merge from naval_update
Yesterday
- 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
Yesterday
Easel code cleanup
Yesterday
Update(breaking-change): WorkQueueProfiler now also reports BudgetTime - breaking as this doesn't match CSV template Tests: none, compiles
Yesterday
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
Yesterday
Paintball projectile is its own thing instead of a glowing tracer. (Needs tinting in code)
Yesterday
Charcoal Comp Box - blockout prefab configuration
Yesterday
Merge from main
Yesterday
Merge from naval_update
Yesterday
Folder structure for rentable shop kiosks + temporary trim planning textures
Yesterday
Signage LOD NRE guard
Yesterday
Clean: add a couple TODOs for when I'll be going through old analytics code cleanup Tests: none, trivial changes
Yesterday
dance animation updates
Yesterday
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
Yesterday
Dropped item fix
Yesterday
updated skins list - silly horse mask was set to wrong steam id
Yesterday
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
Yesterday
Fix pool leak
Yesterday
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
Yesterday
Merge from artist_pack_dlc
Yesterday
Merge from main
Yesterday
Update: rejig a couple parts of TelemStats to simplify code Tests: compiles
Yesterday
- 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
Yesterday
merge from main
Yesterday
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.
Yesterday
merge from main
Yesterday
Updated Horse Mask LODs
Yesterday
3p jump mid air anim exported after editing and assigned to playeranimation controller
Yesterday
reworked shoredata blitting to handle rotated bounds properly and not clamp-extend outside pixels
Yesterday
Deleted extra icon
Yesterday
foundation triangle crypt displays correct wall type
Yesterday
Fixing ak 47 anims not having tanslation baked into prop bones
Yesterday
Merge from sails_motion_vector_fix
Yesterday
re-applied crypt building grades to blocks post merge