126,488 Commits over 4,171 Days - 1.26cph!
fix toggles code after component update
- Recalculating mesh batch uv distribution metrics when batches are updated.
- Testing texture memory budget being set to 64GB and discarding always enabled.
Merge from naval_missions
Prevent boats from jiggling once they reach their target position
Codegen
Building skins and hazmats atlas variants
fix serialized fields being inside compiler define
Update: general cleanup and make StoreTakeoverDrawer draw original props
- StoreTakeoverDrawer used if-deffed-out blocks to be able to switch from Textures/Prefabs to paths to them
- removed Tile Override path, as it hasn't been implemented fully yet and has been silently failing this entire time
Managed to confirm that the data from Main got preserved, but I'll need to do a raw copy of prefabs with configs just to make sure nothing slipped through the cracks.
Tests: navigated to takeover configs and explored them
Merge: from main
Testing to see if I can upgrade data this way - that'll be next CL
Tests: compiles in editor
fixed shortcut around the farm fence, set dressing cleanup (floating and colliding objects)
Added boat door, setup as boat construction.
Manifest
merge from bed_improvements - beds are now community skinnable
Experimenting with atlas variants, so we can have a downsampled variant we can use for gallery miniature images instead of relying on mip maps
Disabled mip maps on all store atlases and assets
Update: restore ItemStoreTakeover serialized layout
- should allow to merge-and-upgrade all prefab changes, I hope. Will remove it post-merge.
Tests: editor compiles
halloween floorpaper minor tweaks
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Create tooling to setup mesh LODs for terrain chunks.
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Steering wheel dismount position improvements for better mounting in tight spaces
Add test save with wall destroy bug epo
Tests: add a unit test for AssetBundleBackend to check if out of order async works
Napkin code, will clean later once decided that this branch is merged back
Tests: ran unit test in editor
Boat block health increases
improved flow on floating_city_floating_walkways_B
set up hmlmg to be skinnable
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merge from main #2 missing file
bed skinnable asset setup - need to test workshop
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Added a temporary separate (just for playtest) placement guide prefab for cannon so you can see it correctly.
Rotated placement 180 degrees so you can place cannons facing outwards from on a boat.
Merge from emission_mask_scrolling_and_blinking
Reserialized all materials from the Rust/Standard and Rust/Standard (Specular Setup) shaders to account for new emission feature shader properties
floating city 2 flow polish, better connection to casino barge
halved vertex AO intensity on chicken cages (material)