131,274 Commits over 4,232 Days - 1.29cph!
got the admin panel working for sculptures again
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Naval scientist variation art
removed a bunch of disabled stuff from the dialogue prefab
Possibly fixed MeshCull objects not being affected by occlusion culling
Commands tab for useful and common commands
Include legacy shelter in spawn_all_deployables command, was excluded previously to prevent an error
Tank Top repose male/female
Collared Shirt repose male/female
removed some leftover signui stuff, float values used for sizing as it now supports that
merge from powerplant_dropzone
airfield, excavator, launch site, military tunnels, nuclear missile silo, powerplant, trainyard and water treatment plant now playable from the scene
- few misc errors need cleaning up, terrain components largely out of date across scenes
- continue to use monument island for procgen like experience
drop zone moved, prevents hackable dropping on lighting
merge from fillwater_improvements
merge from helicopter_flare_balance_pass
merge from harbor_swingbridge_parent_fix
merge from m15_3p_emmisive_fix
merge from tactical_gloves_skinnable - tac gloves now skinnable
Culling.env is no longer admin only
Added culling.skinnedRenderers, controls the player/animals culling system
Both culling.env and culling.skinnedRenderers require culling.toggle to be active, turning this convar off will turn both related convars off
Fixed items held in sub inventories (backpcks, fishing rods) not calculating biome temperature correctly
Don't allow the deep sea terrain config to load if the player is in the tutorial
Cherry pick
136869 to expose bake heightmap shortcut, useful outside of hackweeks
Fixed missing ghost ship map marker
Merge from fog_multithread_fix
FIxed deep sea fog of war being filed with mismatching part ids on the server, preventing it form loading on the client after reconnecting
Expose shortcut Terrain/Bake Heightmap in shortcuts window
Setup a paint save testing scene to finally get to the bottom of the multithread fog of war issues
Fix "ShouldBeRunning()" getting inverted during refactor
Refactor refill code from PrefabPoolCollection into it's own PrefabPoolFiller class
Strip PropRenderer from spawned objects
Can't use PrefabAttribute due to assembly limitations so came up with a simpler approach
Probably not worth it, a memory sample from a large base showed only 0.7mb of these components (across 1885 of them though)
Would still need some bespoke handling for HideDuringRender usages, likely via a new component
Add convars to control pool refilling
- refill_max_concurrency (default max 5 jobs queued)
- refill_mode (0 = off, 1 = main thread, 2 = InstantiateAsync)
- refill_immutable_optimization (assumes source prefab isn't being modified)
- refill_max_per_job (max number of prefabs submitted per job (default 30)
Better detection when no work is being done and avoiding burning the budget
Target refilling each pool to 50% to avoid constantly deleting extra prefabs if the pool is always full
- hardcoded for now
Simplify main thread refilling, don't worry about overshooting budget since it can be set small and we want to move to async which doesn't risk overshooting
Forgot to commit changes from yesterday, added a score HUD
Added advanced input option to set mannequin pose using binary inputs, added helper calculator for converting pose to binary
Add back parent parameter in InstantiateAsync() since it actually works in Unity 6
Entered commands always generate a new timestamp
Put console command input box at the very bottom of the window