129,069 Commits over 4,201 Days - 1.28cph!
Small boat crane (LODs and COL pending)
Added tropical3 to the deep sea islands
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Fixed anchor culling when lowered.
rebaked FC 1/2/3 so the data isn't infinity
Reverted landmark info component added to floating city, we won't use that for the map markers
S2P floating city 1 2 3
Dont compare raw positions for state dirty
support minimum enforced shore distance on baked data to handle FC better
Fix rear turret being on the wrong camera mode
ClientIOLine slackLevels and originalPositions actually need to be serialised, moved them out of #if CLIENT
- Clean up texture streaming jobs
- Fix wrong camera position in Streaming_FallbackSquaredDistanceJob
- Add various debugging ConVars
- Add "Indirect Instancing" UI Indicator
Fixed CLIENT SERVER serialized fields mismatch in
- DeepSeaManager
- SteeringWheel
- ClientIOLine (was causing all monument prefabs to reimport)
- PaintingFavouriteColorButton
- PaintingFavouriteColours
- RendererBatch
Force front turret to go into a neutral position when reloading (ugly right now)
Merge: from analytics_save
- Adds a "save" event tracking when server creates a save
Tests: triggered save in editor with logging
Update: add analytics save event
Tests: ran an explicit save in editor
Chainsword engine now always starts, matches base chainsaw
New medical syringe anim set - first pass
Roll back recent inEyesView changes, not reliable enough
merge from oceansimulation_split
- running two ocean simulations, all usage switches between based on position (like all other deepsea code) and batched queries gather indirect indices
Check for boat auth before entering edit mode
Fix npcs failing to land a shot when only the player head is sticking out, because of their distaste for landing head shots
fixed issues with batched ocean trace deferred jobs
using AsDeferredJobArray for the rays in the IJobParallelForDefer OceanTraceJob as the indices now drive the deferred batch size and we still need a view of the rays list that is aware of the populated size in previous jobs. This maintains parallelism and a single set of job dependencies without needing a complete/sync
Commit progress
- Setup bonus objective for underwater labs mission
- Add persistent mission entities to MissionInstance, for tracking entities which exist outside of the mission and are not spawned as part of the mission. Entity info added alongside spawned mission entities in mission protobuf data
- Small improvements for Divemaster and Hunter conversation dialogue
- Fix NRE when opening dialogue graphs which contain speech nodes with several fail conditions
- Small improvement for displaying mission list node
- Add attribute and property drawer for ConversationData to display button to open graph view where a ConversationData asset is displayed in the inspector
- Improved BaseMission editor inspector for objectives
- String optimisation for MissionsHUDToDo
- Conversation panel size no longer appears to quickly change after pressing a response and then waiting for server response
OceanSimulation split between deepsea and mainland
- required extra indirection in most batched water queries but it's hidden away
added rpg7 as skinnable of rocket launcher, set up skin.asset file
merge from
134460 - removbed SRGB from halloween wallpaper AO and adjusted other halloween wallpaper textures to compensate
Kreig shotgun now matches pump shotgun
Pump shotgun ammo Magazine size 6 -> 8
Fix terrain textures appearing incorrect when exiting map
Don't show fog of war on rhib map
Re-enable fog of war
Disable map markers changing global group if they are in deep sea
Reallow deep sea map from mainland
Create new island map markers
Add MapBlit tool to bake out the current map into a 8x8k image for external tools
Deep sea now have a cooldown in between each wipe
Entities created when killing scientists and players are now killed correctly
Replaced deepsea.wipe command by deepsea.open and deepsea.close
Added deepsea.printState for debugging
Fix leg animator not working on player boats, they use VehicleLarge as a layer which wasn't in the ground mask.
Don't show deep sea map button if not in deep sea
Fix compile error that didn't merge from main
WIP deep sea map work
Add a button to toggle between modes, disable fog of war for now