127,518 Commits over 4,201 Days - 1.26cph!
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
Improvements to dialogue graph speech nodes, they now look nicer
FIx for recent change to LocalizationTokenDrawer, label text should now being displayed correctly
Hacky single scene item render test. Will tidy it all up if it works.
Canon animation pose updates to match ballista pose
Ramp, lods and gibs and textures
Updating 50 cal rig pivot points
replaced debug line with asserts
Added plushies to the scene
Merge from naval_update/floating_cities
Reapply placeholder mission things to floating city, applied to Casino Barge prefab
Run S2P
supplies barge culling volumes for props
Anim updates and inital set up for blow pipe, boomerang and compass
fixed tarp material override order on security tower tarps
med bay barge culling volumes for props