126,617 Commits over 4,109 Days - 1.28cph!
Skin viewer v2 baseline, using twitchdrop renders models and lighting
Can now select prefabs, modify their values in the custom inspector and have them update the render
improve code quality and unsubscribe from events
fix mesh particle placement and LODS
Merge from trimmed_asset_warmup/scene_warmup
fix mesh width for clients
Fix preview window not redrawing every frame
Update icon renderer manifest
Spawn the prefab in the scene when you click it instead of setting one to active
Delete every prefab (except rendering ones) inside the IconRenderer scene, instead store the renderering setting in the PropRenderer component on the source prefab
Fix destroyed PropRenderer causing NRE and failing to draw window
Deleted some stuff I won't need
Re-implemented the skin viewer in item store modal
merge from Twitchdropsrender
Update iconrenderer_improvements/batch
merge from main -> iconrenderer_improvements
Speed up instancing terrain culling by only walking a single wide ray from the top of the bounding box: "If you can't see the ears, then you can't see the cat."
rpg viewmodel animation update setup in unity
Moved some files in the right folders
Cleaned up store limited modal, tags are working
Bugfix: conditionally start bootstrap timer since it can be null
Tests: none, trivial change
Buildfix: remove dead burst code and move job to namespace
Avoids name mangling shenanigans
Tests: build client locally
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Add support for a subheader
jobified transform readback for effect updating, still slow to update scaled renderers though
pooling HitInfo for Projectile DoHit and don't string concat for every ricochet fx fire
MenuUI - support for Ultrawide, 16x9 and 4x3
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Reset pools and fix evil runtime fields on scriptable objects.
- Craggy Island now runs, as far as I can tell everything is functional but I'll test it a bit more with other scenes.
Fix SteamId copying button on streamer mode
Update: enable batched projectiles and water checks by default in the BaseRaidBenchmark scene
Tests: ran the scene
Update: add benchmark timer to SoundManager
- replace magic values for timers with named consts
It's chonky, so tracking it as well.
Tests: ran the scene
Updated test save with a couple of larger built boats, including cannons.
Update: add benchmark timers to Projectile.Update and BatchUpdate
Tests: ran the scene in editor, saw output
Improved store search bar results
Some refactoring to better support steam DLCs
Fixed search bar styling
Revert
125318, try it again later
Update: Rewrite BenchmarkTimer to allow for accumulating time
- Renamed API to make it clearer
Tests: measured against a stopwatch in bootstrap loading
Fix TrainCollider and train_wagon_walls_COL not being readable
Missed a loading indicator
removed shadow lod script from male mummywraps underwear prefabs