138,502 Commits over 4,505 Days - 1.28cph!
network_range_finder -> main
Tool to audit entity network range based on LOD settings - we can net cull it in we cant see it
final UI tweaks, new field for adding a composter-specific icon rather than reusing the cooking icon when a furnace is on
fixed further issues with the low object quality.
back rooms that had the same ceiling issue + the sides of the ceiling showing through the mesh. now fixed.
Switch the PipeMesh mesh upload process to use SetSubMesh instead of SetTriangles which allocates a bunch
Calculate normals for industrial pipes in the job, not on main thread
Seems to be about 15% faster on main thread and removes some allocations
Also enabled burst compiling on the job itself, seems to be 10-20x faster but that doesn't help us on the main thread (can't hurt)
Added 3 new tests for industrial pipe generation, ensuring the vert count and normals are generated correctly as well as a general performance test
fixed see-through ceiling for the supermarket on low object settings.
LOD1 was missing parts of the mesh
Fixed UI positions and added a fourth output slot
fixed spas12 3p deploy sound
added a dedicated spas 12 deploy sound definition and replaced the sawed-off deploy and pump sounds to match first person
Composter UI refresh, actually see 'decomposition time', like the cooking and smelting UI showing you the progress.
fixed mini-crossbow not playing SFX not playing after firing in ADS when it rotates
updated .meta to reference the proper sound.
Allow viewing maps for each zone/server in the nexus too if it is set
fixed krieg chainsword not placing on single weapon racks
placement needs refining
Updated nuclear missile silo pipes steel material to use the proper textures.
no longer super shiny pipes
Update: added standalone win TLS slot to allow
- also wrapped into OS & config dependent compile guards
Tests: built all flavors of standalone and checked that code succesfully executes in other project
Fix laser beam jobs pointing at the origin
add unsafe scripting access scope
merge command palette back to main
notes, lives, basic input
Implement connecting to nexus servers from the connect modal
Automatically select the starter zone if there is only one choice
Hide connect button until a starting zone is selected (if needed)
Client-side nexus tag for easily identifying which servers are nexus clusters
Fix zone list not hiding fully on the connect modal
Fix wrong transform used for zone list causing header to be destroyed
Add in the zone list and nexus map on the server connect screen
fixed fences in monuments becoming invisible on low object quality settings.
most chainlink fences needed this fixing.
scene2prefab
removed duplicate ligths from military tunnels
scene 2 prefab
initial code testing, level data
hackweek: search command palette for the toolbar dropdowns (tools/windows/etc)
Circuit rebuild pass optims, we have a collection of dirty circuits instead of looping all circuits to check a bool, much better at scale
syncvar_stale_inheritance_fix -> main
Evaluation pass optims, use buffers instead of pooling collections every tick
Progress on showing nexuses on the new menu, this time without the separate tab
Fixed nexus player authentication that's been broken since moving the backend endpoint
Swap around 20 classes over from RPC + Proto to SyncVars
- Codegen
Speculative crash fix: Clamp instance index in terrain hole shader
[hackweek] add possession mode to demoui2
added sfx to large medkit consumable using eat_soft so there's at least something there until we get more specific sfx
exported the kitbashed mesh and made it an actual object with its own lods now.
Updated prefab with the new geometry.
updated powerline cables LOD texture to accomodate new draping cables shape/form
Fix stale syncvar inheritance roots being kept around after each weave
industrial torch attack was using the wrong sound definition template.
was using defualt - cuasing the SFX to be heard from afar.
Switched to the same template that the base torch uses.
desalination tank collider update. Fromt 28 box/capsule colliders and a mesh collider to just 1 mesh collider
Change ServerInfo from a struct to class, it had no business being a struct at over 156 bytes large
network_profiler_improvements_3 -> main
Rework packet capture to work via NetWrite rather than at all the packet send points
Fix for OnFirstLooted so that RespawnableLootFridge reports correctly.
Additional events for fuel switch and water treatment wheel.
Don't fail server boot if world.cfg is an empty string