128,278 Commits over 4,201 Days - 1.27cph!

Yesterday
Fixed broken material on roof_support_a_end Added culling volume to casino interior lights
Yesterday
Bugfix(editor): StoreBundleTool - handle invalid paths This can happen if the serialized path now points to renamed or deleted resource. Tests: none, don't have a case like that right now.
Yesterday
Hide reamining, non-deployed, required category item icons in boat building UI if one item has already been placed and only one is required. Eg, hide engine in UI if one isn't placed, but a sail is.
Yesterday
Update(editor): StoreBundleTool - stage timings emit volume of work Makes it easier to confirm if it's doing anything when there are no dirty changes Tests: ran the tool
Yesterday
Clean(editor): remove Tools/Menu2 Checked both the editor pref by variable and by value, they're not used anywhere Tests: none, trivial change
Yesterday
Fix deployment warning for BBS
Yesterday
Update(editor): StoreBundleTool - scan scriptable objects - fix assembly scanner skipping public fields if it's type is nested Tests: created a dummy scriptable object, ran a scan - it got picked up
Yesterday
exported updated vm rpg skin rig and anims
Yesterday
Reduced number of point light on all string lights prefabs Cleaned up the lighting setup in the casino and setup Light At Time groups Disabled shadow casting on all casino light except one Static prefabs for trophies used in the casino CH47 rusty material variant to better match the rest of the environment Various minor tweaks
Yesterday
Another island
Yesterday
- Add mission relating to underwater labs, given by fishing village Divemaster - Some small improvements to existing Divemaster dialogue - Fix dialogue graph node connections not being deleted with the node - Add string identifier field to mission event payload - Dialogue graph now saves before closing due to an assembly reload - Fix NPCMissionProvider releasing the wrong list to pool Some fixes for the boombox as it relates to the new mission: - Boombox play phrase no longer refers to a cassette tape if there is no valid tape inserted - Microoptimizations to boombox distance checks
Yesterday
merge from deep_sea
Yesterday
merge from main
Yesterday
added fuel storage/consumption to boat engine
Yesterday
merge from ui_overhead_optims
Yesterday
Removed the text caching in UI_Page again, OnCanvasHierarchyChanged already unregister child texts of disabled canvas Fixed settings dropdown being enabled during init, not needed
Yesterday
Updateeditor): StoreBundleTool - activate bundle assignment code - removed extra logging Tests: editor compiles
Yesterday
TMP_Text now checks if the cached canvas is enabled before registering itself Fixes texts being registered when enabled in a disabled canvas
Yesterday
Added documentation + tips button that opens link to the wiki
Yesterday
Update(editor): StoreBundleTool - scan for already-assigned-to-bundles resources - fixed timer reporting invalid times for sections of code Tests: ran it, doesn't find any diffs with my manual assignments from last month
Yesterday
Added ui.printTexts to debug the active dynamic texts
Yesterday
Editor tool to find and remove incorrect / leftover entity tags
Yesterday
Show required propulsion items in boat building UI
Yesterday
deep sea specific ocean materials, tropical shore only in deep sea
Yesterday
Update(editor): StoreBundleTool - add proxy path scanning from existing prefabs Tests: ran the code, checked some of the paths. gotta implement comparison to fully validate
Yesterday
Improved UI for bulk import and download buttons
Yesterday
Rename error Invalid_NoSails to Invalid_NoPropulsion
Yesterday
Fix for "Cannon deployment guide incorrect"
Yesterday
Small engine icon
Yesterday
BBS icon
Yesterday
tropical shore fade range
Yesterday
Plank deployment fixes
Yesterday
added unskinned windmill for test for ian
Yesterday
- Correct reload time estimations (across the net) - Better client predicting aim lerps - Fix powerbar sticking
Yesterday
disabling shadow casting on prefabs shadowcasting overrides on supplies barge set dressing
Yesterday
Update(editor): StoreBundleTool - add support for array traversal Tests: ran the tool, it found all annotated fields
Yesterday
Update(editor): StoreBundleTool - properly implement reflection shortcutting Tests: stepped through how it's accumulated. will test more later
Yesterday
merge from engine_forces - initial implementation only, stub functions instead of EntityFuelSystem at the moment
Yesterday
split up RequiredItems and PropulsionItems in boat building requirements, hooked up engine power to UI through interface
Yesterday
disabling shadow casting on prefabs shadowcasting overrides on medical barge set dressing
Yesterday
Set all tooltip texts to dynamic
Yesterday
Fixed settings and server browser scaled texts not marked as dynamic
Yesterday
disabling shadow casting on prefabs shadowcasting overrides on food barge set dressing
Yesterday
Double all block health contributions
Yesterday
Remove inventory eat button and hotbar select from example item (apple) and template
Yesterday
Small engines can only be placed on hull blocks. Added support for RequireHull to SocketMod_BoatBuildingBlock.
Yesterday
Update(editor): start of StoreBundleTool - automates bundle assignment for properties with ProxyPathFor attrib - starting with assembly scanning Idea is to scan the assembly, detect all the relevant fields, resolve them and assign referenced assets to the bundle Tests: ran it, doesn't find all fields yet
Yesterday
Merge from engine_forces
Yesterday
disabling shadow casting on prefabs shadowcasting overrides on farm barge set dressing