127,538 Commits over 4,201 Days - 1.26cph!

Just Now
Initial work to allow the ai to work on the PT Boat
7 Minutes Ago
Move the random storage box into the doorway. You now have to interact with the door to open the pt boat storage Manifest (again)
16 Minutes Ago
gun_turret -> naval_update
17 Minutes Ago
Manifest
27 Minutes Ago
- 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
37 Minutes Ago
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44 Minutes Ago
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
51 Minutes Ago
naval_update -> gun_turret
56 Minutes Ago
disable streaming on construction guide normal maps while active
57 Minutes Ago
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?
1 Hour Ago
adding small ramp rig
1 Hour Ago
updated rpg skin prefabs/anims and dragon launcher prefabs reserialized
1 Hour Ago
radtown t0 crate normal fix
2 Hours Ago
Updating 50 cal fbxs with new bones
2 Hours Ago
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.
2 Hours Ago
Reapply oilrig monument changes for mission
3 Hours Ago
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
3 Hours Ago
Merge from naval_update
3 Hours Ago
floating city 4 update
3 Hours Ago
split client/server calls to write baked data
3 Hours Ago
fix rotation being inverted
3 Hours Ago
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
3 Hours Ago
actually finally fix the scaling, missing element was comparing relative shore distance sizes inclusive of dimension and world bounds
3 Hours Ago
prison barge - tweaks to culled groups
4 Hours Ago
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
4 Hours Ago
50cal single reload, idle and fire block out animation content
4 Hours Ago
Casino barge dressing progress Culling volume first pass
4 Hours Ago
UI_StoreGeneralTab.OnOpened NRE fix attempt
4 Hours Ago
corrected blit so it scales and rotates properly
4 Hours Ago
missing file
5 Hours Ago
Clean: rename AnalyticsUploader -> AnalyticsManager Disambiguates from the internal IUploader Tests: compiles in editor
5 Hours Ago
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5 Hours Ago
Fixed workshop tab background disappearing when pressing escape while in the workshop scene
5 Hours Ago
WIP submit of floating city variant 3
5 Hours Ago
tweaks to mannequin draw distances via lodgroup
5 Hours Ago
Added a loading on the steam inv crate buttons for when you open the menu before it finished warming up Tweaked the budget
5 Hours Ago
draw distance tweaks to legs and barges, was displaying baked lod a little early layer change on barge ground surfaces >world
5 Hours Ago
Bugfix: apply separator in json-lists aggregation correctly Tests: used accumulator logging to see what is being fed
6 Hours Ago
setup culling volumes for oilrig legs tops props and bottom floating debris
6 Hours Ago
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
6 Hours Ago
Removed tarp from plywood_e and added a plywood_f prefab
Post merge compile fix
Today
Added streaming controller component to the skin viewer camera, fixes blurry textures
Today
4k ramp textures
Merge from main
Today
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
Today
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
Today
separate sizes, fixed scaling
Fix new notification sounds not responding to volume controls Remove command for debugging oil rig server reset, no longer needed