130,443 Commits over 4,201 Days - 1.29cph!

17 Days Ago
Update: add a bunch of optimization TODO notes for UsePlayerUpdateJobs 2 Gathered from inspecting 330p server snapshot from a late-in-the-patch-cycle server. Will clean-up before merge. Tests: none, trivial merge
17 Days Ago
Fix cannonballs hiding the rpg prefab until they were moving rather than their own visuals. wtf
17 Days Ago
Add projectile info for cannonballs
17 Days Ago
iterations on the plank audio files
17 Days Ago
Added warhammer store page prefabs, using placeholder assets for now Added a scroll view to the store DLC page
17 Days Ago
RPG7 - adjusted weapon position on wild west DLC racks
17 Days Ago
texture import setting tweaks to xmas floor and ceilingpapers
17 Days Ago
RPG7 - weapon rack peg adjustment to fix clipping
17 Days Ago
RPG7 - world model collider and weapon rack adjustments
17 Days Ago
added gibs for the boat building platform and correct referenced them in .deployed prefab. fixed shading issues on platform
17 Days Ago
structure to query drag by angle from flattened pre-baked data (dummy data for testing)
17 Days Ago
edited vm rpg skin anims
17 Days Ago
Merge from boat_building
17 Days Ago
Fix steering wheel/mailbox issue (properly this time?)
17 Days Ago
enabled texture streaming (mips) on halloween wallpaper textures
17 Days Ago
Merge from parent again
17 Days Ago
moved rotation guides on wallpaper guides to the top so they're visible with new guide shader
17 Days Ago
merge from Project_Hammer
17 Days Ago
Fixed NRE on boot caused by chicken coops
17 Days Ago
artist pack branch
17 Days Ago
Buildfix: add missing CLIENT guards Tests: build all configs locally
17 Days Ago
Revert rotations on guide mesh now that the animation is fixed
17 Days Ago
updated anchor.deployed to now properly reference anchor gibs
17 Days Ago
wip xmas ceilingpaper
17 Days Ago
Fix steering wheel id
17 Days Ago
anim update based on feedback
17 Days Ago
17 Days Ago
Merge from parent
17 Days Ago
Merge from boat_building
17 Days Ago
Merge from steering_wheels_fix
17 Days Ago
merge from main
17 Days Ago
Merge: from analytics_queue_rewrite - New analytics uploading backend, disabled by default (analytics.usev2) - New debug vars - analytics.log and analytics.dryrun Tests: unit tests, used both old and new analytics backends and monitored logs
17 Days Ago
Sail gibs
17 Days Ago
Updating small ramp rig skinning
17 Days Ago
disabling shadow casting on late LODs of casino CH47
17 Days Ago
boat small ramp anims exported at origin
17 Days Ago
disabled shadow casting on barges LOD1 and up, same for security tower as its shadows are barely visible after first cascade
17 Days Ago
Merge from parent
17 Days Ago
Increase grass distance max clamp
17 Days Ago
Add overrides for the last few LODs in the interior of the ghost ship so they cull correctly Mark a bunch of LOD materials on the ghost ships as GPU instanced for better batching Mark some lower LODs as not shadow casting
17 Days Ago
Added deep sea "biome" for: - Color grading - MaterialConfig This works different than other biomes: - The deep sea "biome" is never blended with other biomes, as it's a separate instance - This is helpful, since the terrain biome map only has 4 channels (+ the absence of any of the channels, which is jungle) - Code has already been added for special handling of the deep sea for weather and some shaders, both of which have different logic than just blending in another biome - Best way to picture the deep sea "biome" is as a "biome layer" that toggles to an entirely different set of weather and terrain / ocean configs, as set up by Jake, Petur and Brian - It still needs to show up in some systems that allow for customization per biome, like color grading and MaterialSetup, possibly others (tbd) - The deep sea biome is not patched into the shader code, since we never lerp between it and the other biomes (avoiding the additional overhead for our already-complex shaders) - Since the deep sea uses an entirely separate terrain and water config, neither of those systems need to blend the deep sea with the other biomes either - The deep sea terrains can use entirely custom splats (currently using 2 distinct sand splats) - Technically deep sea terrain could use their own 5 biome layers which could be entirely different from the ones of the main terrain (hence the "biome layer" analogy) Shelved all the shader code since I originally implemented all of it as I did for jungle before I realized it's all bullshit for this
17 Days Ago
Don't generate navmesh on deep sea islands if AI.move is false, will generate it if set to true afterwards like other AI spawners
17 Days Ago
NRE fix for wiping islands without FoliageGrid initialized
17 Days Ago
17 Days Ago
Merge from deep_sea
17 Days Ago
Enable fog of war in the deep sea in non hardcore modes Accidentally fixed a bunch of map functionality in the deep sea in the process - player location, vending machines now work In hardcore mode the deep sea map is entirely disabled Fog is reset when the deep sea wipes Fixed hardcore not working on craggy
17 Days Ago
Fix not being subscribed to deep sea network group, switch from using center of network grid bounds to using the layer
17 Days Ago
scientist_boat_ai -> naval_update