reporust_rebootcancel

128,141 Commits over 4,201 Days - 1.27cph!

24 Days Ago
merge from potential_guide_artifact_fix
24 Days Ago
potential mesh guide artifacting workaround
24 Days Ago
24 Days Ago
Update: Integrate the new AnalyticsManager into existing logic - Guarded by `analytics.usev2` (default off for now) - Bugfix for rate-limiting being disabled due to mixing Now and UtcNow (whoops) - Added global `analytics.dryrun` and `analytics.log` Did a cursory test in editor using dry running and it seems to be working, but it leaks performance data into player_tick blobs. Need to reorganize accumulators again - always-aggregate isn't always valid. Tests: used above switches and monitored data flow.
24 Days Ago
Add field for setting description of workshop submissions
24 Days Ago
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24 Days Ago
merge from skinviewer_streaming_fix
24 Days Ago
Added PT boat 50cal ammo mounts
24 Days Ago
merge from shield_back_fix
24 Days Ago
merge from twitch_background_nre
24 Days Ago
merge from radtown_t0_crates
24 Days Ago
merge from storecheckout_nre_fix
24 Days Ago
Fixed NRE when checking out the cancer research UK plushie
24 Days Ago
pt_boat_gameplay_pass -> naval_update
24 Days Ago
Fixed PT Boat prefab Cleanup Scientists now spawning on PTBoat
25 Days Ago
Fixed missing text on premium modal
25 Days Ago
Initial work to allow the ai to work on the PT Boat
25 Days Ago
Move the random storage box into the doorway. You now have to interact with the door to open the pt boat storage Manifest (again)
25 Days Ago
gun_turret -> naval_update
25 Days Ago
Manifest
25 Days Ago
- properly embed navmesh saving and loading in SaveRestore flow - use proper override save/load path if set - use debugEx to not extract stackTrace when logging - respect nav_disable convar - fix empty tiles being null after loading from save, no tile should ever be null even if empty, this causes issue when queuing for rebuild at runtime - consolidate redundant code paths into navmesh init, and add tile - skip saving if navmesh was never built
25 Days Ago
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25 Days Ago
big break-everything refactor on shore vectors where all data is wrapped behind ShoreData structs that are switched as required - all queries have to be made positionally or directly on the relevant ShoreData map - most query methods now passthrough to the correct dataset, some are hardcoded to Mainland data for some questionale pre-existing usage - refactored ShoreVectorQueryStructure to use the ShoreData structs and handle switching between them internally in jobs
25 Days Ago
naval_update -> gun_turret
25 Days Ago
disable streaming on construction guide normal maps while active
25 Days Ago
Fix server tree entities being spawned on both the client attached to the deep sea islands and on the server - modify PrefabpreProcess to always remove child entities from client entities because they should always be realm removed whether the component is attached or not?
25 Days Ago
adding small ramp rig
25 Days Ago
updated rpg skin prefabs/anims and dragon launcher prefabs reserialized
25 Days Ago
radtown t0 crate normal fix
25 Days Ago
Updating 50 cal fbxs with new bones
25 Days Ago
Cleaned up earlier test. Now takes a list of scene items that can be batch rendered. Added "Batch Render Scene Items" context menu. Removed old "test" methods and context menus.
25 Days Ago
Reapply oilrig monument changes for mission
25 Days Ago
Update: Add FallbackUploader - uses primary uploader if enabled, otherwise uses fallback - Added a test that checks it - DryRun is now a per-accumulator settings instead of a global overwrite - lets each uplaoder decide how to act Allows us to setup flexible chains(extra loggers, backups, etc), and more importantly we can emulate current analytics flow Tests: ran unit tests
25 Days Ago
Merge from naval_update
25 Days Ago
floating city 4 update
25 Days Ago
split client/server calls to write baked data
25 Days Ago
fix rotation being inverted
25 Days Ago
Potential fix for ais getting stuck when the last point of their path lies on a boundary edge, and the last edge is perpendicular to it
25 Days Ago
actually finally fix the scaling, missing element was comparing relative shore distance sizes inclusive of dimension and world bounds
25 Days Ago
prison barge - tweaks to culled groups
25 Days Ago
Update: Move accumulators into uploaders - AnalyticsTests.TestUploade has logging enabled permanently to help validate things It was a blocker to implement uploader chains (which I discovered we need for server, but should be quick) Tests: ran unit tests
25 Days Ago
50cal single reload, idle and fire block out animation content
25 Days Ago
Casino barge dressing progress Culling volume first pass
25 Days Ago
UI_StoreGeneralTab.OnOpened NRE fix attempt
25 Days Ago
corrected blit so it scales and rotates properly
25 Days Ago
missing file
25 Days Ago
Clean: rename AnalyticsUploader -> AnalyticsManager Disambiguates from the internal IUploader Tests: compiles in editor
25 Days Ago
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25 Days Ago
Fixed workshop tab background disappearing when pressing escape while in the workshop scene