128,958 Commits over 4,232 Days - 1.27cph!
    
    
    
        
            
            
            
                
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                Continued work to floating city 3 (still WIP) - floating walkway set dressing
 
                
                
                
                
                
             
         
        
            
            
            
                
                ▆▍▇▊▇▆█▍ ▍▆▌ ▊▊▄ █ █▌▅▉▍▆▌▊▉▊_▄▅▄ ▊▊ ▊▊▌▅▊ ▇▉█▍▆▄▆▆▌▇_▍▊▌_▊▋█▍▌▌ ▋█▇ ▋▄▆ ▅▇▆▇▊▆-▌▉█▄▍█▆▇ ▌▄▉▌▅ ▊█▆ █▍▆▊▌ ▄▇▅ ▄▋▇▊▄▋▄▌▆▅_▅▅█ ▉▌ ▍▋█▍▋▌█▊▇▌_▌▍▇_▅▍█▋▅▆▄▅ ▄▉▆▄▄▊▊▄█▆▌ ▌▄ ▆▍▇ ▄▊▇▉▅▍▌▆▌ ▊▋▆▊█▍▅ ▉▊▌▅▆▌ ▊▅▌▉ ▍▉▍▄ "▆▌▍▅ ▊▉ ▍█▄▄▋"
 
                
                
                
                
                
             
         
        
            
            
            
                
                Enabled Frame Timing Stats within the Player settings as this is required for gathering GPU timings in release builds
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Fix error when build happens before navmesh is initialized
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Added GPU frame timings to the performance logging
 
                
                
                
                
                
             
         
        
            
            
            
                
                ▆▌▊▅▌▌▍▇ ▇██ ▆ ▆▅▋▇▄ ▅▍ ▌█▊_▅▅▉▉▄▄ ▌▊ ▌▅█ ▉▇ █▅▅▇ ▆▍ █▆█_▆█▉▉▊▍_▍█▉▉▉▊, ▋█▊▆▌▍▉▊ ▊▆ ▌▊▌ ▆▆▍▌▊▌ ▄█▊▍▄▄▉█ ▍▋▇▉ ▌▄ ▊▋▋▉▄█▄ ▍▉▌▍▊
 
                
                
                
                
                
             
         
        
            
            
            
                
                Have DecayEntities affect navmesh at runtime when spawned and destroyed by default (remaining todo exclude IOEntity, AnimatedBuildingBlock, BaseTrap, etc)
 
                
                
                
                
                
             
         
        
            
            
            
                
                ▊▇▅▄▊▉▋▌▋ ▊▋▇▋▉▆▆▍ ▄▌▌ ▌█▆ █ ▄▇▋▍▉_▊▄▋██▉▆▄▋ ██▅▄▇ ▌▊ ▄▌█▅ ▇▇▆ ▍▉▉▆▄▋ ▄▆▋▋▇▄▊▍▍▇ ▍▄▆ ▆▉█▋▌_▄▇▋▍▉▇▌▅▆_▋▌▌▍ ▇▅ ▇▊ ▆▋▇▊▆ ▆▋▅ ▉█ ▅▅▅▊ ▉▋▋▅▋▍▄
 
                
                
                
                
                
             
         
        
            
            
            
                
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                created skins folder in rocket launcher folder, temp set up rpg as a spawnable weapon
 
                
                
                
                
                
             
         
        
            
            
            
                
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                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.
 
                
                
                
                
                
             
         
        
            
            
            
                
                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
 
                
                
                
                
                
             
         
        
            
            
            
                
                zero'd transforms in bandage entity
 
                
                
                
                
                
             
         
        
            
            
            
                
                xmas floorpaper setup, wip
 
                
                
                
                
                
             
         
        
            
            
            
                
                Follow Daniel's advice of merging two redundant code paths into one
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added prevent movement colliders to all walkway floor meshes to smoothen out moving around
 
                
                
                
                
                
             
         
        
            
            
            
                
                server_refresh_budgeting_adjustments -> main
 
                
                
                
                
                
             
         
        
            
            
            
                
                Increase server processing budgeting up to 200 per frame
Remove stop watch limitation
 
                
                
                
                
                
             
         
        
            
            
            
                
                add animator live-updating, refactor some code placement that didnt make sense
 
                
                
                
                
                
             
         
        
            
            
            
                
                Roof net mesh and prefab setup
 
                
                
                
                
                
             
         
        
            
            
            
                
                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
 
                
                
                
                
                
             
         
        
            
            
            
                
                Hanging tarp 350_a LOD/COL/Prefab
 
                
                
                
                
                
             
         
        
            
            
            
                
                Restore some commented RPC checks.
 
                
                
                
                
                
             
         
        
            
            
            
                
                food barge and floating piers culling volumes for props
 
                
                
                
                
                
             
         
        
            
            
            
                
                Improvised walkways LODs/COL/Prefab setup 
Enabled batching and R/W on all improvised walkway meshes
 
                
                
                
                
                
             
         
        
            
            
            
                
                Adding browning single rig fbx
 
                
                
                
                
                
             
         
        
            
            
            
                
                ▍▆▊▇▋ █▅▆▍▇▅_█▍▍▋▍▌▍▇ ▉▉▍▍▆▊ (▍█▌▇▇▋▇ `&& ▇▄▇▌█`)
 
                
                
                
                
                
             
         
        
            
            
            
                
                farm barge culling volumes for props, full refactor of prefab groups
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix stairs server cull tag
 
                
                
                
                
                
             
         
        
            
            
            
                
                Individual parenting triggers for hull and floor pieces.
 
                
                
                
                
                
             
         
        
            
            
            
                
                re-populated unarmed player update anims
 
                
                
                
                
                
             
         
        
            
            
            
                
                commit of annoying material list that keep modifying until committed
 
                
                
                
                
                
             
         
        
            
            
            
                
                prison barge culling volumes for props
 
                
                
                
                
                
             
         
        
            
            
            
                
                Submitting progress on floating city 3 (still WIP)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: implement AzureBulkUploaderImpl
- uses UploadBlobAsync instead of OpenWriteAsync
Not tested. Realized that current abstractions will not play well together, so gotta move a bit of stuff around.
Tests: none, will do later once I start converting user-code
 
                
                
                
                
                
             
         
        
            
            
            
                
                replaced baked shore vector data being saved as a broken texture to storing the actual data in an SO (with some inspector texture vis for sanity checking)
- adjusted blitting func, untested though
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                merge from bed_improvements - skinners please review your submitted bed skins, possibly need resubmitting
Unknown Error x4
The Method Unknown is not supported x4
Exiting connection was forciably closed by the remote host x2
Method 
30834 is not supported x3
Method 
14566 is not supported x2
Method 
14898 is not supported x2
 
                
                
                
                
                
             
         
        
            
            
            
                
                iterations on the boat steering wheel start turning audio files
 
                
                
                
                
                
             
         
        
            
            
            
                
                Steering wheel prevent building volume.
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                updated bed model with new model, new uvs, texture and material. Fixed a bunch of issues with the mesh and uvs so it can be better skinned in the workshop. Updated workshop mesh. Updated gibs, prefab and corpse prefab. Re-hooked up all references to bed in game including skinviewer2 prefab.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Additional steering wheel dismount positions
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge form underwaterlabs_bp_fragment