127,538 Commits over 4,201 Days - 1.26cph!
Initial work to allow the ai to work on the PT Boat
Move the random storage box into the doorway.
You now have to interact with the door to open the pt boat storage
Manifest (again)
gun_turret -> naval_update
- properly embed navmesh saving and loading in SaveRestore flow
- use proper override save/load path if set
- use debugEx to not extract stackTrace when logging
- respect nav_disable convar
- fix empty tiles being null after loading from save, no tile should ever be null even if empty, this causes issue when queuing for rebuild at runtime
- consolidate redundant code paths into navmesh init, and add tile
- skip saving if navmesh was never built
big break-everything refactor on shore vectors where all data is wrapped behind ShoreData structs that are switched as required
- all queries have to be made positionally or directly on the relevant ShoreData map
- most query methods now passthrough to the correct dataset, some are hardcoded to Mainland data for some questionale pre-existing usage
- refactored ShoreVectorQueryStructure to use the ShoreData structs and handle switching between them internally in jobs
naval_update -> gun_turret
disable streaming on construction guide normal maps while active
Fix server tree entities being spawned on both the client attached to the deep sea islands and on the server
- modify PrefabpreProcess to always remove child entities from client entities because they should always be realm removed whether the component is attached or not?
updated rpg skin prefabs/anims and dragon launcher prefabs reserialized
radtown t0 crate normal fix
Updating 50 cal fbxs with new bones
Cleaned up earlier test.
Now takes a list of scene items that can be batch rendered.
Added "Batch Render Scene Items" context menu.
Removed old "test" methods and context menus.
Reapply oilrig monument changes for mission
Update: Add FallbackUploader - uses primary uploader if enabled, otherwise uses fallback
- Added a test that checks it
- DryRun is now a per-accumulator settings instead of a global overwrite - lets each uplaoder decide how to act
Allows us to setup flexible chains(extra loggers, backups, etc), and more importantly we can emulate current analytics flow
Tests: ran unit tests
split client/server calls to write baked data
fix rotation being inverted
Potential fix for ais getting stuck when the last point of their path lies on a boundary edge, and the last edge is perpendicular to it
actually finally fix the scaling, missing element was comparing relative shore distance sizes inclusive of dimension and world bounds
prison barge - tweaks to culled groups
Update: Move accumulators into uploaders
- AnalyticsTests.TestUploade has logging enabled permanently to help validate things
It was a blocker to implement uploader chains (which I discovered we need for server, but should be quick)
Tests: ran unit tests
50cal single reload, idle and fire block out animation content
Casino barge dressing progress
Culling volume first pass
UI_StoreGeneralTab.OnOpened NRE fix attempt
corrected blit so it scales and rotates properly
Clean: rename AnalyticsUploader -> AnalyticsManager
Disambiguates from the internal IUploader
Tests: compiles in editor
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Fixed workshop tab background disappearing when pressing escape while in the workshop scene
WIP submit of floating city variant 3
tweaks to mannequin draw distances via lodgroup
Added a loading on the steam inv crate buttons for when you open the menu before it finished warming up
Tweaked the budget
draw distance tweaks to legs and barges, was displaying baked lod a little early
layer change on barge ground surfaces >world
Bugfix: apply separator in json-lists aggregation correctly
Tests: used accumulator logging to see what is being fed
setup culling volumes for oilrig legs tops props and bottom floating debris
Update: Accumulators can now log what they're being fed
This revealed a bug with json concatenation, should be a quick fix
Tests: ran unit tests
Removed tarp from plywood_e and added a plywood_f prefab
Added streaming controller component to the skin viewer camera, fixes blurry textures
Merge: from server_occlusion_gen_reorder_narrowphase
- Bugfix for ServerOcclusion potentially crashing during generation
Tests: generated custom map that had a consistent crash and a default 4.5k procgen editor world
Bugfix: ServerOcclusion - don't schedule same SubGrid cells repeatedly for rock intersection
It caused more work to be done(this saves ~13s), and in some cases even an out-of-bounds access crash.
Tests: generated server occlusion cache for a 6k custom map that had a consistent crash, generated default editor 4.5k proc gen world
separate sizes, fixed scaling
Fix new notification sounds not responding to volume controls
Remove command for debugging oil rig server reset, no longer needed