157,368 Commits over 4,536 Days - 1.45cph!

1 Year Ago
tweaks to mannequin draw distances via lodgroup
1 Year Ago
Added a loading on the steam inv crate buttons for when you open the menu before it finished warming up Tweaked the budget
1 Year Ago
draw distance tweaks to legs and barges, was displaying baked lod a little early layer change on barge ground surfaces >world
1 Year Ago
Bugfix: apply separator in json-lists aggregation correctly Tests: used accumulator logging to see what is being fed
1 Year Ago
setup culling volumes for oilrig legs tops props and bottom floating debris
1 Year Ago
Update: Accumulators can now log what they're being fed This revealed a bug with json concatenation, should be a quick fix Tests: ran unit tests
1 Year Ago
Removed tarp from plywood_e and added a plywood_f prefab
1 Year Ago
Post merge compile fix
1 Year Ago
Added streaming controller component to the skin viewer camera, fixes blurry textures
1 Year Ago
4k ramp textures
1 Year Ago
Merge from main
1 Year Ago
Merge: from server_occlusion_gen_reorder_narrowphase - Bugfix for ServerOcclusion potentially crashing during generation Tests: generated custom map that had a consistent crash and a default 4.5k procgen editor world
1 Year Ago
Bugfix: ServerOcclusion - don't schedule same SubGrid cells repeatedly for rock intersection It caused more work to be done(this saves ~13s), and in some cases even an out-of-bounds access crash. Tests: generated server occlusion cache for a 6k custom map that had a consistent crash, generated default editor 4.5k proc gen world
1 Year Ago
separate sizes, fixed scaling
1 Year Ago
Fix new notification sounds not responding to volume controls Remove command for debugging oil rig server reset, no longer needed
1 Year Ago
phrases
1 Year Ago
Merge: from main
1 Year Ago
Improvements to dialogue graph speech nodes, they now look nicer FIx for recent change to LocalizationTokenDrawer, label text should now being displayed correctly
1 Year Ago
Hacky single scene item render test. Will tidy it all up if it works.
1 Year Ago
invert assert condition
1 Year Ago
Canon animation pose updates to match ballista pose
1 Year Ago
Ramp, lods and gibs and textures
1 Year Ago
Updating 50 cal rig pivot points
1 Year Ago
replaced debug line with asserts
1 Year Ago
merge from deep sea
1 Year Ago
Merge from naval_update
1 Year Ago
Added plushies to the scene
1 Year Ago
Merge from naval_update/floating_cities
1 Year Ago
Reapply placeholder mission things to floating city, applied to Casino Barge prefab Run S2P
1 Year Ago
merge from main
1 Year Ago
Merge from main
1 Year Ago
supplies barge culling volumes for props
1 Year Ago
Anim updates and inital set up for blow pipe, boomerang and compass
1 Year Ago
fixed tarp material override order on security tower tarps
1 Year Ago
med bay barge culling volumes for props
1 Year Ago
removed unused scripts on hanging tarp prefabs
1 Year Ago
codegen for nightlight
1 Year Ago
merge from charityplushies_skinviewer
1 Year Ago
Fixed spray can reskin UI closing too early if the player was looking at a skinnable object above them Fixed spray can free spray clipping through some floor pieces on jungle foundations
1 Year Ago
Add `batch_industrial_pipes` convar to toggle the behavior - still need to call `refresh_renderers` to refresh them after changing behavior
1 Year Ago
Add support to override the max verticies per mesh for individual RendererBatch instead of changing global convar - increase from 1k -> 5k specifically for industrial pipes to capture more than the short stubby pipes - rest of the batching system stays the same - change original solution from adding RendererBatch at runtime to adding the RendererBatch to the PipeRenderer prefab and set it disabled since we can't set the override to 5000 before OnEnabled() is called - this causes every single prefab to be reimported but is safer than cranking global convar
1 Year Ago
Add industiral pipes to the batching system to reduce draw calls significantly when rendering industiral pipes
1 Year Ago
Progress
1 Year Ago
Topologies
1 Year Ago
Fix textures that are resized to the nearest NPOT by Unity on import being incorrectly flagged as "compression disabled" by the texture analyzer tool
1 Year Ago
Fix pool used for Vis.Entities() in AddNearbyTurrets() not returned to pool
1 Year Ago
cinematic_play will now fallback to the standard gestures if provided a gesture string that isn't in the cinematic list
1 Year Ago
Working rear turret. Aiming is still ugly Ensure roll values are removed by projecting our rotation onto fixed axes (not transform axes) Manifest
1 Year Ago
merge from biome-fog-stencil-volumes
1 Year Ago
merge from main