130,358 Commits over 4,201 Days - 1.29cph!
    
    
    
        
            
            
            
                
                ClientIOLine slackLevels and originalPositions actually need to be serialised, moved them out of #if CLIENT
                
                
                
                
             
         
        
        
            
            
            
                
                - Clean up texture streaming jobs
- Fix wrong camera position in Streaming_FallbackSquaredDistanceJob
- Add various debugging ConVars
- Add "Indirect Instancing" UI Indicator
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed CLIENT SERVER serialized fields mismatch in
- DeepSeaManager
- SteeringWheel
- ClientIOLine (was causing all monument prefabs to reimport)
- PaintingFavouriteColorButton
- PaintingFavouriteColours
- RendererBatch
                
                
                
                
             
         
        
            
            
            
                
                Force front turret to go into a neutral position when reloading (ugly right now)
                
                
                
                
             
         
        
            
            
            
                
                Merge: from analytics_save
- Adds a "save" event tracking when server creates a save
Tests: triggered save in editor with logging
                
                
                
                
             
         
        
            
            
            
                
                Update: add analytics save event
Tests: ran an explicit save in editor
                
                
                
                
             
         
        
            
            
            
                
                Chainsword engine now always starts, matches base chainsaw
                
                
                
                
             
         
        
            
            
            
                
                New medical syringe anim set - first pass
                
                
                
                
             
         
        
            
            
            
                
                Roll back recent inEyesView changes, not reliable enough
                
                
                
                
             
         
        
            
            
            
                
                merge from oceansimulation_split
- running two ocean simulations, all usage switches between based on position (like all other deepsea code) and batched queries gather indirect indices
                
                
                
                
             
         
        
        
            
            
            
                
                Check for boat auth before entering edit mode
                
                
                
                
             
         
        
            
            
            
                
                Fix npcs failing to land a shot when only the player head is sticking out, because of their distaste for landing head shots
                
                
                
                
             
         
        
        
            
            
            
                
                fixed issues with batched ocean trace deferred jobs
using AsDeferredJobArray for the rays in the IJobParallelForDefer OceanTraceJob as the indices now drive the deferred batch size and we still need a view of the rays list that is aware of the populated size in previous jobs. This maintains parallelism and a single set of job dependencies without needing a complete/sync
                
                
                
                
             
         
        
            
            
            
                
                Commit progress
- Setup bonus objective for underwater labs mission
- Add persistent mission entities to MissionInstance, for tracking entities which exist outside of the mission and are not spawned as part of the mission. Entity info added alongside spawned mission entities in mission protobuf data
- Small improvements for Divemaster and Hunter conversation dialogue
- Fix NRE when opening dialogue graphs which contain speech nodes with several fail conditions
- Small improvement for displaying mission list node
- Add attribute and property drawer for ConversationData to display button to open graph view where a ConversationData asset is displayed in the inspector
- Improved BaseMission editor inspector for objectives
- String optimisation for MissionsHUDToDo
- Conversation panel size no longer appears to quickly change after pressing a response and then waiting for server response
                
                
                
                
             
         
        
        
        
        
        
        
            
            
            
                
                OceanSimulation split between deepsea and mainland
- required extra indirection in most batched water queries but it's hidden away
                
                
                
                
             
         
        
        
            
            
            
                
                added rpg7 as skinnable of rocket launcher, set up skin.asset file
                
                
                
                
             
         
        
            
            
            
                
                merge from 
134460 - removbed SRGB from halloween wallpaper AO and adjusted other halloween wallpaper textures to compensate
                
                
                
                
             
         
        
            
            
            
                
                Kreig shotgun now matches pump shotgun
Pump shotgun ammo Magazine size 6 -> 8
                
                
                
                
             
         
        
        
        
        
            
            
            
                
                Fix terrain textures appearing incorrect when exiting map
Don't show fog of war on rhib map
Re-enable fog of war
                
                
                
                
             
         
        
            
            
            
                
                Disable map markers changing global group if they are in deep sea
Reallow deep sea map from mainland
Create new island map markers
Add MapBlit tool to bake out the current map into a 8x8k image for external tools
                
                
                
                
             
         
        
            
            
            
                
                Deep sea now have a cooldown in between each wipe
Entities created when killing scientists and players are now killed correctly
Replaced deepsea.wipe command by deepsea.open and deepsea.close
Added deepsea.printState for debugging
                
                
                
                
             
         
        
        
            
            
            
                
                Fix leg animator not working on player boats, they use VehicleLarge as a layer which wasn't in the ground mask.
                
                
                
                
             
         
        
            
            
            
                
                Don't show deep sea map button if not in deep sea
                
                
                
                
             
         
        
            
            
            
                
                Fix compile error that didn't merge from main
                
                
                
                
             
         
        
            
            
            
                
                WIP deep sea map work
Add a button to toggle between modes, disable fog of war for now
                
                
                
                
             
         
        
            
            
            
                
                merge from fix_rhib_teleport -> naval_update
                
                
                
                
             
         
        
            
            
            
                
                Add rhib and scientist RHIB to the vehicle whitelist
                
                
                
                
             
         
        
        
            
            
            
                
                merge from fix_rhib_teleport -> navaL_update
                
                
                
                
             
         
        
            
            
            
                
                Improve "CanEntityTeleport" method
- add "IsMounted" check because mounted != parented
- check if any passengers are NPCs, if so block (extra safety against scientist RHIBs teleporting
                
                
                
                
             
         
        
        
        
            
            
            
                
                Added vehicle blocker logic for small ramp (retract ramp if it hits a vehicle)
                
                
                
                
             
         
        
            
            
            
                
                Missed style file (rhyme time)
                
                
                
                
             
         
        
            
            
            
                
                Change Image material on buttons so they all appear white