reporust_rebootcancel

139,499 Commits over 4,505 Days - 1.29cph!

12 Minutes Ago
Fixed potential NRE in FadeCanvasGroup
14 Minutes Ago
merge from main
24 Minutes Ago
optimised ao textures for vehicles, generic textures and misc items. halved 2k -> 1k with almost zero visual difference, not enough to warrant the double res 328 MB -> 192 MB vram
29 Minutes Ago
merge from Rabbit_test -> critter_animals
30 Minutes Ago
add WIP frog "interested" state, which currently makes it look for shallow water and then start croaking
40 Minutes Ago
russian roulette; - updated game model art - added both ammo model types to indicate rounds in play for applicable rev types - added chain connector model for python pick cases - added preview baked textures - updated material and prefab
1 Hour Ago
Fix navmesh generating in places in shouldn't, potential fix for "navmesh failed to be created", and optimization of NPC path following
1 Hour Ago
merge from Frog_Branch -> critter_animals
1 Hour Ago
Merge from main
1 Hour Ago
Update: submitting the results of script run Tests: none
1 Hour Ago
Update libraries
1 Hour Ago
Update(editor): automate copying of original resource to DynamicResourceRef - change DynamicResourceRef to be a class type (reflection modification on values is quite a bit oh hassle). Will try to fix later if I got time Tests: ran the new script, checked the modified prefabs
1 Hour Ago
Path following optimizations (around double perf), also a bunch of instrumentation and a benchmark setup: - only string pull the beginning of the path, we will string pull again eventually so not need to run the algo for the whole path (steering agents only) - only re-string pull the current path if we moved past a threshold or passed a path corner, not every frame (steering agents only) - when chasing a moving target, instead of recalculating a new path, try to extend the previous path a bit instead to save time - use unity transform SetPositionAndRotation instead of setting both independantly - fuse some native method calls, so that we only call one method and skip the interop cost for the other call - do not check corridor validity if no tile has changed since pathing
1 Hour Ago
Update: Add DynamicResourceRef to UI_StoreTakeover - amend prop drawer to invoke the right prop Tests: none
1 Hour Ago
fix animations of frogs not playing, skating sideways, and movement speed issues
3 Hours Ago
merge from main -> fix_hotbar_swap_overstack
3 Hours Ago
Fix hotbar swapping not working with overstacks - move the RPC completely serverside so it can swap overstacks (thinking was we didn't need a network++ originally if we kept it clientside but forgot swapping overstacks is awkward) - keep existing admin checks
3 Hours Ago
optimised props ao textures as it was the same issue with 227 of them, most carrying sources far bigger than they ship at and storing a single channel as rgb. resized to existing max cap 110 files rgb -> 8-bit grey 183 files halved 2k -> 1k 24 files 146.3 MB -> 96.3 MB vram
4 Hours Ago
merge from main -> base_occlusion
4 Hours Ago
Small buffs for unused pies, doubled the bonus duration for: bigcat, hunters, pork (900→1800), fish (600→1200), chicken (300→600) Hunters pie bleed reduction up to 90% from 75%
4 Hours Ago
optimised deployable ao textures where applicable. 245 of them, most carrying sources far bigger than they ship at and storing a single channel as rgb. resized to existing cap 126 files rgb -> 8-bit grey 148 files halved 2k -> 1k 47 files 186.6 MB -> 92.6 MB vram ao is sampled from the green channel so rgb storage was never doing anything.
4 Hours Ago
Refactor and cleanup of code
4 Hours Ago
Clean: remove PathProxyFor - update StoreBundleTool to work with DynamicResourceRef Tests: none, not in use yet
4 Hours Ago
hab armour split off into chunks so they can break off individually. when all chunks are gone, it leaves the frame of the armour. re-exported hab armour and added armour chunks.
4 Hours Ago
Merge from sam_vs_drone
5 Hours Ago
optimised weapon ao textures. 68 were oversized on disk and nearly all were storing a single channel as rgb. no weapons ships above 1024 now. max size 2048 -> 1024 (52 files) on disk 4096/2048 -> 1024/512/256 (68 files) bit depth rgb -> 8-bit grey (58 files) vram 114.8 MB -> 28.6 MB ao convention on weapons is half the albedo, so 1024 against the usual 2048 albedo. 80 already did this, we were just inconsistent about it. we could half again on a per asset basis depending on size of object.
5 Hours Ago
Update: Add DynamicResourceRef<T> to replace PathProxyForAttrib Allows us to both automate more of the dynamic bundle assignment as well as help with future merge conflict resolution Tests: added it to UI_StoreTakeover and it's drawer
5 Hours Ago
Glass AR - texture, material, naming updates, experimental SSS shader
5 Hours Ago
Add tunble drone detonate distance convar.
5 Hours Ago
possible NRE fix for mannequins
5 Hours Ago
optimised darts textures and max sizes. we were shipping the radiation dart at 4k on all textures. RadiationDart_AO 4096 -> 512 RadiationDart_bc 4096 -> 1024 RadiationDart_mg 4096 -> 1024 RadiationDart_nrm 4096 -> 1024 42.7 MB → 2.17 MB VRAM looking at other textures that are unnecessarily big too to optimise where applicable.
Today
Fix prevent building volumes being baked into the navmesh instead of ignored
Today
Medkit now gives -20 radiation, same as two individual syringes Boat Planner tech tree cost down from 120 to 30 Longsword swing radius 0.3 > 0.4, swing delay 2 > 1.5. Slightly more accurate swings and less time between swings.
Today
merge from vehicle_pooling
Today
Add a "restoreHierarchy" field to poolables, flip it only on vehicles to minimize the amount of affected features by vehicle pooling - fixes UI pooling issues.
Today
Codegen
Today
Merge from render_pipeline_testing
Today
Merge from main
Today
animation imports + keyframe curve editor
Today
Deleted old prefab location
Today
Ladder collision and LOD setup
Today
Merge from main
Today
Merge from hackweek_random_skin_crafting
Today
GC optim
Today
Bugfix(editor): fix store prop drawer failing to draw - added a fallback path for original image property Cuased by missing path proxy field that I ripped out during merge Tests: inspected JungleShowcase ui prefab
Today
Merge from main
Today
Adjusted frame for triangle top tier hatch
Today
Fixed an issue where the Deferred+ lighting toggle wasn't been set currently when entering playmode due to the way we copy the pipeline asset
Today
Buildfix: fix merge issues Tests: editor opens