127,550 Commits over 4,201 Days - 1.27cph!
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merge from skinviewer_streaming_fix
Added PT boat 50cal ammo mounts
merge from shield_back_fix
merge from twitch_background_nre
merge from radtown_t0_crates
merge from storecheckout_nre_fix
Remove `"flammable" "no"` from 2 PHX bombs
`"flammable" "no"` did nothing before, but does a thing now, and apparently these props have had them the whole time.
Added MainEyePos, MainEyeAngles, use it for properties.lua
These 2 functions store main view's position and angle without being affected by any other view or render.RenderView
Fixes properties not being usable if render.RenderView is called at all times
Fixed render.RenderView affecting FOV for worldclicker
Fixed sun glow overlay not rendering in water
Minor viewrender changes from CS:GO
* Clamp fog lerp, restore position/angles for reflection/refraction views after rendering
Minor optimization for DecalTermAtPos
Fixed (near?) infinite loops in EnumerateElementsInBox
* This was caused by having mins be bigger than maxs, or negative radius for EnumerateElementsInSphere
Fixed NRE when checking out the cancer research UK plushie
pt_boat_gameplay_pass -> naval_update
Fixed PT Boat prefab
Cleanup
Scientists now spawning on PTBoat
Fixed missing text on premium modal
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