130,587 Commits over 4,232 Days - 1.29cph!
    
    
    
        
            
            
            
                
                texture import setting tweaks to xmas floor and ceilingpapers
 
                
                
                
                
                
             
         
        
            
            
            
                
                RPG7 - weapon rack peg adjustment to fix clipping
 
                
                
                
                
                
             
         
        
            
            
            
                
                RPG7 - world model collider and weapon rack adjustments
 
                
                
                
                
                
             
         
        
            
            
            
                
                added gibs for the boat building platform and correct referenced them in .deployed prefab. 
fixed shading issues on platform
 
                
                
                
                
                
             
         
        
            
            
            
                
                structure to query drag by angle from flattened pre-baked data (dummy data for testing)
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Fix steering wheel/mailbox issue (properly this time?)
 
                
                
                
                
                
             
         
        
            
            
            
                
                enabled texture streaming (mips) on halloween wallpaper textures
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                moved rotation guides on wallpaper guides to the top so they're visible with new guide shader
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from Project_Hammer
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed NRE on boot caused by chicken coops
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Buildfix: add missing CLIENT guards
Tests: build all configs locally
 
                
                
                
                
                
             
         
        
            
            
            
                
                Revert rotations on guide mesh now that the animation is fixed
 
                
                
                
                
                
             
         
        
            
            
            
                
                updated anchor.deployed to now properly reference anchor gibs
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                anim update based on feedback
 
                
                
                
                
                
             
         
        
        
        
        
            
            
            
                
                Merge from steering_wheels_fix
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Merge: from analytics_queue_rewrite
- New analytics uploading backend, disabled by default (analytics.usev2)
- New debug vars - analytics.log and analytics.dryrun
Tests: unit tests, used both old and new analytics backends and monitored logs
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Updating small ramp rig skinning
 
                
                
                
                
                
             
         
        
            
            
            
                
                disabling shadow casting on late LODs of casino CH47
 
                
                
                
                
                
             
         
        
            
            
            
                
                boat small ramp anims exported at origin
 
                
                
                
                
                
             
         
        
            
            
            
                
                disabled shadow casting on barges LOD1 and up, same for security tower as its shadows are barely visible after first cascade
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Increase grass distance max clamp
 
                
                
                
                
                
             
         
        
            
            
            
                
                Add overrides for the last few LODs in the interior of the ghost ship so they cull correctly
Mark a bunch of LOD materials on the ghost ships as GPU instanced for better batching
Mark some lower LODs as not shadow casting
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added deep sea "biome" for:
- Color grading
- MaterialConfig
This works different than other biomes:
- The deep sea "biome" is never blended with other biomes, as it's a separate instance
- This is helpful, since the terrain biome map only has 4 channels (+ the absence of any of the channels, which is jungle)
- Code has already been added for special handling of the deep sea for weather and some shaders, both of which have different logic than just blending in another biome
- Best way to picture the deep sea "biome" is as a "biome layer" that toggles to an entirely different set of weather and terrain / ocean configs, as set up by Jake, Petur and Brian
- It still needs to show up in some systems that allow for customization per biome, like color grading and MaterialSetup, possibly others (tbd)
- The deep sea biome is not patched into the shader code, since we never lerp between it and the other biomes (avoiding the additional overhead for our already-complex shaders)
- Since the deep sea uses an entirely separate terrain and water config, neither of those systems need to blend the deep sea with the other biomes either
- The deep sea terrains can use entirely custom splats (currently using 2 distinct sand splats)
- Technically deep sea terrain could use their own 5 biome layers which could be entirely different from the ones of the main terrain (hence the "biome layer" analogy)
Shelved all the shader code since I originally implemented all of it as I did for jungle before I realized it's all bullshit for this
 
                
                
                
                
                
             
         
        
            
            
            
                
                Don't generate navmesh on deep sea islands if AI.move is false, will generate it if set to true afterwards like other AI spawners
 
                
                
                
                
                
             
         
        
            
            
            
                
                NRE fix for wiping islands without FoliageGrid initialized
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Enable fog of war in the deep sea in non hardcore modes
Accidentally fixed a bunch of map functionality in the deep sea in the process - player location, vending machines now work
In hardcore mode the deep sea map is entirely disabled
Fog is reset when the deep sea wipes
Fixed hardcore not working on craggy
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix not being subscribed to deep sea network group, switch from using center of network grid bounds to using the layer
 
                
                
                
                
                
             
         
        
            
            
            
                
                scientist_boat_ai -> naval_update
 
                
                
                
                
                
             
         
        
            
            
            
                
                If a boat is sinking dont keep trying to apply corrective forces. These forces have always been applied - without it boat sinking looks really cool
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix deep sea network groups being visible if you get close enough to the border, and vise-versa for main island network groups
- move deep sea groups onto their own layer despite being in the same physical height
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Ensure players are properly killed
 
                
                
                
                
                
             
         
        
            
            
            
                
                Moved Small_Ramp folder to Deployable/BoatBuilding
Created small ramp deployable and item
Created convex colliders for base section
Applied Door component, generated icon, applied gibs
 
                
                
                
                
                
             
         
        
            
            
            
                
                Dont do any clipping checks for AI on the PT Boat and RHIB