127,714 Commits over 4,201 Days - 1.27cph!
merge from fix_painting_rotation_icons
merge from haircap_shadow_fix_again
merge from fix_steam_invite
merge from cargo_oilrig_path_fix2
merge from fix_buried_items_loading
Mostly remove a per frame OverlapSphere when updating the camera to check if it's underwater
disable texture streaming on hair due to leaving "shadow"
updating the colliders for the diy hammock
PT Update to remove moving turret parts ready for 50cal.
Tropical2 terrain set to the terrain layer
Added deep sea prevent building volume
Changed SocketMod_TerrainCheck to look for deep sea island terrain when out of bounds
clean up discarded changes
merge from fix_non_harvestable_trees -> naval_update
Added IGModAudioChannel:GetTagsWMA/GetTagsMP4 (.m4a)
* Also some kind of ID3v2 implementation, but not confident enough to make it available yet
Added "Restore" input to func_breakable_surf entity
Fix HttpImage attempting to delete asset/builtin textures when the remote image fails to load
small engine mesh and textures update
pt_boat_gameplay_pass -> naval_update
xmas floorpapers wip, some more minor tweaks
AI aim direction translation fixes
Aim pivot fixes
AI will only fire if its aim is within 5 degrees of the target
AI can now point the boat turrets at players (their current target)
Remove items from PT boat turret operators
AI support setup for PT turrets
Fixed cargoship oil rig avoidance
Added basic blueprint fragment chance to military crate, large underwater crate, junkpile scientists, and roadside metal detecting
thumb_up
93
thumb_down
11
Update: if either logging or dry run is enabled, log uploader activity
Previously it was editor only, and you had to enable dry-run specifically to get those logs. This makes it easier to work with.
Tests: none, trivial change
Bugfix: in editor with SERVER+CLIENT send client records to client gameplay AnalyticsTable
Not sure if it's technicall bug, but it did differ from original logic
Tests: logged activity in the editor
SAP anim and audio updates
Optim: wind down AzureAnalyticsUploader when UseV2 is active
Gets rid of async tasks that are generating allocs while waiting for work
Tests: in editor activated v2, waited till upload happens, then disabled and waited for normal upload
Fix buried items error when loading a save file
Removed floating behaviour from floating walkway chunk. Added ladder volumes to floating city 3.
rpg skin prefab gun scale set to 7.5 in z and latest anims exported
pt_boat_gameplay_pass -> naval_update
Update: name the analytics thread
Tests: dry run in the editor
Optim: reduce allocations by relying less on async/await
- Use a Thread instead of a Task for internal AnalyticsManager work (this also fixed editor 10s shutdown delay)
- Allow internal upload tasks to run in parallel instead of waiting on sequential completion
Previously it would frequently GC, now it's back to normal
Tests: ran in editor in dry run mode. ran unit tests
Fixed LOD materials on farm barge tarps
Static versions of boogie board, paddle, etc. Replaced deployable proxies in scene and food market barge prefab with static versions.
Add section for uploading custom preview images to the workshop directly, rework publish tab to use scrolling + flex elements
naval_update -> pt_boat_gameplay_pass
Spawn PT boat in the deepsea alongside a couple of the smaller boats
▊▉▍▇▌▋▍▌ `▍▍▆▊▌▇▉▅▄.▇▄` `▍▇▍▅▊_▄▇▉▋▋▊▍█▅▋` ▉▄▇ ▅▊▆▉▉▇▌▊ ▅▌ ▅▊▌▋▆▄▋▊▋ ▇▇▆█▆▆▄▇▄▋ ▉▅▌█▌ ▌▋ ▌█▋ ▉▆▄▍▉█▅▍▍ `▊█` ▇▄▋▊ ▍▌▅▍▇█▄▌▌▉ ▋▆▆ ▍▌█▅▇▍▆ ▄▇ ▇▍▌ ▅▅█▇▇▅▄ ▅▋▍▍, ▊▍▅▆█ █▅▇▌▅▍▍▄ ▅▇▄▅ ▉▊▊ ▉▅▅▆▇▉▉▉ █▋▅█▄▌▌. ▆▆▊▋▊ ▅▍▅▊▅▆█▅▍. ▅▌▉▅▆██▋▍▍▍.▍▊▍▄▄█▌▅▇▅▌ ▉▌▍▉▉ ▄▉ ▄▄ ▅▇▉▆▌ ▊▆▌█▇
Removed old placeholder prefabs from BBS.
Deleted previous BBS blockouts.
Setup boat building station prefab with art prefabs, modified colliders.
Applied materials.
Update: add profiling markers to AnalyticsManager and it's uploaders
Tests: ran in editor