127,181 Commits over 4,201 Days - 1.26cph!
Add PlayerBoatPrivilege derived from VehiclePrivilege, overrides looking at engine.
Make LookingAtEngine virtual on VehiclePrivilege.
Added PlayerBoat.GetParentPlayerBoat as an easy way for an entity to find it's parent boat.
Recreate the left,right and single 50 cal entities with the new prefabs
Get it hooked up like before
Fix NRE in server builds when scientists are talking to each other
- Create buffers with correct flags according to `buffer_upload_mode`
- Set default buffer upload mode to be "indirect" (1)
- Disallow changing `buffer_upload_mode` during gameplay
Update: refactor ServerUpdateOcclusionParallel to allow for experimental changes
Tests: compiles in editor
added boat_construction_plans + boat_construction_plans_diff to differentiate itself from building plans
colour more inline with icon
Play cannon fire fx when shooting the cannon, add effect recycle to cannon fx.
naval_update -> pt_boat_2
Update: add a bunch of optimization TODO notes for UsePlayerUpdateJobs 2
Gathered from inspecting 330p server snapshot from a late-in-the-patch-cycle server. Will clean-up before merge.
Tests: none, trivial merge
Fix cannonballs hiding the rpg prefab until they were moving rather than their own visuals. wtf
Add projectile info for cannonballs
iterations on the plank audio files
Added warhammer store page prefabs, using placeholder assets for now
Added a scroll view to the store DLC page
RPG7 - adjusted weapon position on wild west DLC racks
texture import setting tweaks to xmas floor and ceilingpapers
RPG7 - weapon rack peg adjustment to fix clipping
RPG7 - world model collider and weapon rack adjustments
added gibs for the boat building platform and correct referenced them in .deployed prefab.
fixed shading issues on platform
structure to query drag by angle from flattened pre-baked data (dummy data for testing)
Fix steering wheel/mailbox issue (properly this time?)
enabled texture streaming (mips) on halloween wallpaper textures
moved rotation guides on wallpaper guides to the top so they're visible with new guide shader
merge from Project_Hammer
Fixed NRE on boot caused by chicken coops
Buildfix: add missing CLIENT guards
Tests: build all configs locally
Revert rotations on guide mesh now that the animation is fixed
updated anchor.deployed to now properly reference anchor gibs
anim update based on feedback
Merge from steering_wheels_fix
Merge: from analytics_queue_rewrite
- New analytics uploading backend, disabled by default (analytics.usev2)
- New debug vars - analytics.log and analytics.dryrun
Tests: unit tests, used both old and new analytics backends and monitored logs
Updating small ramp rig skinning
disabling shadow casting on late LODs of casino CH47
boat small ramp anims exported at origin
disabled shadow casting on barges LOD1 and up, same for security tower as its shadows are barely visible after first cascade