127,882 Commits over 4,201 Days - 1.27cph!
initial shore vector baker
merge from blueprint_fragment_fix
fixed bed workshop obj broken normals cause by rotated transform
Get BoatAI down from 4ms every frame (for 12 boats) to around .2 ms for the same 12
Update: AnalyticsUploader now flushes it's queue on shutdown.
- Updated tests to validate everything got flushed
- Fixed missed gzipstream end block serialization tracking
- Fixed ever-growing memory stream
Next up need to add EventRecord pooling, then gotta implement remaining uploaders, and in theory it's done
Tests: ran unit tests
Add sail collision sets for raised and lowered states.
Toggle as required.
Merge from monument_notification_sounds
- Fix for cargo ship notification, now plays only on a triggered event spawn rather than any spawn
- Add convar for reenabling monument toast notifications
- Add debug convar to figure out what's going wrong with oil rig notifications
- Protocol increment for modified RPC's
Rebase on current /indirect_instancing
Clean up some failed experiments
r/w and prefab LOD distance tweaks, enabling batching on props that can use it
Seperate physics queries from the avoidance logic itself
Use cached physics results for a few frames instead of having to request fresh data every cycle
Anchor, plank, sail, steering wheel and small engine forward damage to their parent PlayerBoat
Swap all of the raycasting to run on jobs via RaycastCommands
Implement boat sinking for destroyed player boats
Enabled r/w on renderer batch of floating walkways
renderer batch enabled on zipline props set (small planks, etc) reduced culling distance
Include world layer in groundwatch
Update: add per-AnalyticsTable telemetry
- using this telemetry to improve unit tests
Next up need to add support for flush-on-shutdown
Tests: ran unit tests
Portal marker works with any direction
Higher res deep sea icon
Fix potential issue where request to rebuild tiles are ignored if the tile is currently being rebuilt, as it'll then be desynced with the geometry, add more profile markers
Bone knife and variation updated
Updated 50 Cal Models and Prefabs to include the ammo box
Created 50 Cal Ammo Box Material
Removed Dual 50 Cal Model and added Right Side 50 Cal Model as a replacement
merge from volcano_stuff - was merged to release but not main
BBS prevent building tweaks.
Setup prevent building for sails, stop them being spammed together.
First pass floating city variant 3 (walkways and flow still WIP)
Map markers spawning in the deep sea get their global network behaviour assigned to deep sea
MapView minor cleanup
remove red keycard from silo monument
s2p
Hatchet variations set up
player update 3p mingun anims exported
First pass of map marker for the entrance portal
Prevent boat building stations from being placed overlapping.
added ziplines and rope ladder to floating city 4 layout to provide easy and quick way down the casino
reduced ziplines slack value, 4 was too high for most conditions
Add component to floating city prefab and deep sea island prefab
Switch from unparenting every entity spawned in the deep sea to using a EntityParentSettings component to ocnfigure detaching children after spawn & skipping running DisableInternalCollisions()
- using separate component so we avoid reserializing every entity prefab for now
Drop context resolution 12 -> 8
Still gives us plenty of data but saves 4 rays
Swap AIDriverUpdateAction InvokeRepeating to InvokeRandomized so we dont flood the thread
Run every 100ms rather than every frame
naval_update/gun_turret -> naval_update
naval_update -> gun_turret
Apply changes to default prefab
Make turret entity invinsible
Position changes
Rename internall turret seat
Move aim position
Manifest
Interpolate server states with IGenericLerpTarget, thanks Bill!
Fix cannon rotation being independent of the boat when turning.
Add a way for oneshots to disable the leg animator, blend the weights for it in/out.