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128,925 Commits over 4,232 Days - 1.27cph!

34 Days Ago
merge from main
34 Days Ago
Setup right entities Setup prefab variants
34 Days Ago
Add favourite paths to the file dialog
34 Days Ago
naval_update -> gun_turret (missed files)
34 Days Ago
naval_update -> gun_turret
34 Days Ago
Add /copypaste/ and /demos/ to shared ignore.conf file
34 Days Ago
Filled itemname on both charity plushies steam item
34 Days Ago
Added charity plushies to the skin viewer
34 Days Ago
fixed nightlight being too blue and dark
34 Days Ago
34 Days Ago
pumpkin basket entity - Added offsets to make it work with basket anims due to difference in model size and pivot
34 Days Ago
set up wire and hose entities, removed duplicate override controller
34 Days Ago
Update: AnalyticsUploader - combine AzureBulkJsonUploader and AzureBulkCSVUploader into BulkAccumulator - this also allows to combine the 2 uploaders into 1 This enabled aligning EventRecord serialization with current system. I think this is the last change to the code, next up will updating user code and testing in "real world". Tests: ran unit tests
34 Days Ago
setting up vm rpg skin
34 Days Ago
corrected deep sea shore vector positioning and how we copy the data into the current deep sea shorevectors map - something is still broken with the data, but the map matches the deep sea bounds size and aligns with island positions properly now
34 Days Ago
Casino upper floor dressing progress Fixed roof_flat_300x300_b Plywood variant for bar tables
34 Days Ago
Update: AnalyticsTable - bring back useJsonDataObject support Tests: ran unit tests
34 Days Ago
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34 Days Ago
Continued work to floating city 3 (still WIP) - floating walkway set dressing
34 Days Ago
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34 Days Ago
Enabled Frame Timing Stats within the Player settings as this is required for gathering GPU timings in release builds
34 Days Ago
Compile fix
34 Days Ago
merge from main
34 Days Ago
Fix error when build happens before navmesh is initialized
34 Days Ago
Adding 50 cal right rig
34 Days Ago
Added GPU frame timings to the performance logging
34 Days Ago
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34 Days Ago
Have DecayEntities affect navmesh at runtime when spawned and destroyed by default (remaining todo exclude IOEntity, AnimatedBuildingBlock, BaseTrap, etc)
34 Days Ago
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34 Days Ago
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34 Days Ago
created skins folder in rocket launcher folder, temp set up rpg as a spawnable weapon
34 Days Ago
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34 Days Ago
Boat building station is no longer a StorageContainer as it was never needed. Set Clear Area menu item to always be the lowest priority so it never appears as the default.
34 Days Ago
Tests: add all Analytics Uploader tests - Covers ClientFPUploader, ServerFPUploader, AzureBulkJsonUploader, AzureBulkCSVUploader with multithread data generation - Specialized editor logging for each uploader, as it doesn't make sense to emit compressed goup ClientFPUploader will need internet connection as it relies on steam Tests: ran unit tests
34 Days Ago
zero'd transforms in bandage entity
34 Days Ago
xmas floorpaper setup, wip
34 Days Ago
Follow Daniel's advice of merging two redundant code paths into one
34 Days Ago
Added prevent movement colliders to all walkway floor meshes to smoothen out moving around
34 Days Ago
server_refresh_budgeting_adjustments -> main
34 Days Ago
Increase server processing budgeting up to 200 per frame Remove stop watch limitation
34 Days Ago
add animator live-updating, refactor some code placement that didnt make sense
34 Days Ago
Roof net mesh and prefab setup
34 Days Ago
Update: AnalyticsUploader - refactor how we accumulate data - AnalyticsTable no longer serializes EventRecords, that's moved to IAccumulators - Implement serializers on top of IAccumulators (Csv, Json, CompressedCsv, CompressedJson) - Uploaders automatically create IAccumulators per AnalyticsTable Still missing an accumulator that would replicate how client analytics are serialized, but now it should be easy to do. Unit tests got simplified, need to expand coverage Tests: ran unit tests
34 Days Ago
Hanging tarp 350_a LOD/COL/Prefab
34 Days Ago
Restore some commented RPC checks.
34 Days Ago
food barge and floating piers culling volumes for props
34 Days Ago
Improvised walkways LODs/COL/Prefab setup Enabled batching and R/W on all improvised walkway meshes
34 Days Ago
Adding browning single rig fbx
34 Days Ago
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34 Days Ago
farm barge culling volumes for props, full refactor of prefab groups