126,112 Commits over 4,171 Days - 1.26cph!

Yesterday
Clean: reorganize UI_Store.CloseStoreOverlayPage - added a todo to revisit Tests: none, trivial change
Yesterday
Merge from main
Yesterday
Can now start and end boat building mode directly from a boat steering wheel if you are within a boat building station. Bunch of refactoring for it to work.,
Yesterday
Bugfix: Ensure active UI_StoreItemOverlayPage gets properly cleaned up Tests: tried a bunch of main menu interactions
Yesterday
Better navigation through smaller pathways (obstacles on left and right) but clear ahead Only handle the reverse case if the front is blocked (not the sides)
Yesterday
merge from skinglowtester_fix
Yesterday
Adding new sail rig
Yesterday
Make sure running "Generate Schema" without the glow scan doesn't wipe old glow data
Yesterday
Restored glow tags on last weeks skins
Yesterday
Fix merge conflicts
Yesterday
Update: UI_Store - load overlay page dynamically from path Doesn't do unloading yet (gets cached in the asset backend). Also there's a bug with CloseStoreOverlayPage not being called in all cases. Tests: In Editor, loaded Abyss overlay page in store
Yesterday
Update: UI_StoreTakeover - store paths instead of guids - ran Update Paths Our filesystem backends only work with paths, so GUIDs were useless. Tests: none, trivial change
Yesterday
Codegen
Yesterday
merge from main
Yesterday
Merge from vram_monitoring
Yesterday
security tower lods and collision. skeletonjail collision. fender lods converted to meshlod.
Yesterday
Prevent mip map discarding being enabled for texture streaming, as textures that should be in use are being discarded when they shouldn't be
Yesterday
merge from meta_shift
Yesterday
fixed launchsite crate wheelie on pipe LS s2p
Yesterday
made chainsaw vm idle anim longer
Yesterday
Updated Radtown loot spawns, T0 had more and sometimes better loot spawning when generating in t0, T0 nerfed - T3 buffed s2p
Yesterday
Update: UI_StoreTakeover - store GUIDs to referenced prefabs - Ran Update GUIDs on MenuUI2_Store same goal as before, try to dynamically load/unload store pages. Tests: In editor, opened Abyss store page
Yesterday
Merge from main
Yesterday
Chainsaw chain now moves in third person
Yesterday
meta_shift -> main - blueprint fragment baseline
Yesterday
merge from naval_update/deep_sea
Yesterday
meta_shift/loot -> meta_shift
Yesterday
Added DeepSeaFloatingCity component back to the floating city prefab Manifest
Yesterday
Just used lock steering - players do this anyway Better steering tangent calculations (prevents slamming headfirst into walls as much)
Yesterday
sail model and textures
Yesterday
Update: Run "Update GUIDs" on all store overlay page prefabs Tests: loaded Abyss store page in Editor
Yesterday
Update: UI_StoreItemOverlayPage - store GUIDs of textures - Added utility to fetch GUIDs from already assigned textures and saving to disk Getting ready to switch to guid resource tracking instead of relying on unity to always load textures Tests: Loaded into bootstrap scene in editor and opened Abyss store page
Yesterday
merge from naval_update
Yesterday
merge from naval_update/floating_cities
Yesterday
Merge from ai_scientist_iteration
Yesterday
floating city 1 s2p
Yesterday
Merge from naval_update
Yesterday
- Fix for third person attack hit not playing whilst crouching - Reload (unscrew cap) and chain pull sounds now play in third person - Move some visual update logic from OnFrameWhileHeld (local player only) to PostLateClientCycle
Yesterday
PT_Boat -> naval_update
Yesterday
Use unitask for async operations
Yesterday
created a new material for the junkpiles that can be used on barges updated farm barge material overrides
Yesterday
- Added more control over the emission blinking feature by adding a power that controls the sharpness of the blink, and min and max values for remapping the extents of the blink wave. - Renamed the Remap function in VolumeCloudBase to ClampRemap as it was causing conflicts with the new one in common as some shaders include both files, it also performs a clamp on the values, so this makes the name more specific.
Yesterday
Adding updated climb and sky diving anims
Yesterday
moved HeightMap and TopologyMap query jobs to be deterministic
Yesterday
switched erosion jobs to FloatMode.Determinstic for cross-platform determinism with procgen (minimal performance impact in this case)