129,069 Commits over 4,201 Days - 1.28cph!

5 Hours Ago
Small boat crane (LODs and COL pending)
5 Hours Ago
Added tropical3 to the deep sea islands
5 Hours Ago
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6 Hours Ago
Fixed anchor culling when lowered.
6 Hours Ago
merge from naval_update
6 Hours Ago
rebaked FC 1/2/3 so the data isn't infinity
6 Hours Ago
merge from naval_update
6 Hours Ago
Reverted landmark info component added to floating city, we won't use that for the map markers S2P floating city 1 2 3
6 Hours Ago
Dont compare raw positions for state dirty
6 Hours Ago
support minimum enforced shore distance on baked data to handle FC better
Fix rear turret being on the wrong camera mode
Today
ClientIOLine slackLevels and originalPositions actually need to be serialised, moved them out of #if CLIENT
Today
merge from naval_update
Today
- Clean up texture streaming jobs - Fix wrong camera position in Streaming_FallbackSquaredDistanceJob - Add various debugging ConVars - Add "Indirect Instancing" UI Indicator
Today
merge from naval_update
Today
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)
Today
Merge: from analytics_save - Adds a "save" event tracking when server creates a save Tests: triggered save in editor with logging
Today
Update: add analytics save event Tests: ran an explicit save in editor
Chainsword engine now always starts, matches base chainsaw
Today
New medical syringe anim set - first pass
Today
Roll back recent inEyesView changes, not reliable enough
Today
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
Today
Today
Check for boat auth before entering edit mode
Today
Fix npcs failing to land a shot when only the player head is sticking out, because of their distaste for landing head shots
Today
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
Today
fixed WaterSystem NRE
Today
Merge from boat_building
Today
Merge from naval_update
Today
merge from deep_sea
Today
codegen
Today
OceanSimulation split between deepsea and mainland - required extra indirection in most batched water queries but it's hidden away
Today
merge from main
Today
added rpg7 as skinnable of rocket launcher, set up skin.asset file
Today
merge from 134460 - removbed SRGB from halloween wallpaper AO and adjusted other halloween wallpaper textures to compensate
Today
Kreig shotgun now matches pump shotgun Pump shotgun ammo Magazine size 6 -> 8
Today
Merge from map_work
Today
Logs, compile fix
Today
Various fog fixes
Today
Fix terrain textures appearing incorrect when exiting map Don't show fog of war on rhib map Re-enable fog of war
Today
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
Today
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
Today
Merge from island_scenes
Today
Fix leg animator not working on player boats, they use VehicleLarge as a layer which wasn't in the ground mask.
Today
Don't show deep sea map button if not in deep sea
Today
Fix compile error that didn't merge from main
Today
WIP deep sea map work Add a button to toggle between modes, disable fog of war for now