135,705 Commits over 4,474 Days - 1.26cph!
Fixed DecalCull components not showing decals at all at lowest quality settings
This component was multiplying the culling distance by Mesh.lod intead of Mesh.quality, Mesh.lod can be set to 0 so it was always disabling decals
This will technically hurt performance on low settings as they weren't showing decals at all, so I've added a minimum 0.25 quality level
Decals on low settings now pop in pretty obviously, but at least they render when up close
Added an editor inspector to show the current camera distance and culling distance, similar to other LOD components
Fixed vending machines being able to accept stacks greater than the max and create illegal stack sizes
(eg. order requires 1001 wood and you pay with a stack of 3000 wood, vm will now create two stacks in storage)
Fix RRP colour grading Lift not being applied correctly
Freezer fx tweaks & cleanup
Removed animator from non-interactive elevator door in destroyed wing
Merge from weathereffect_queue
Missing partial, compile fix
Merge from weathereffect_queue
Fixed work queue not compatible with reset static fields (abstract class)
Merge from weathereffect_queue
Fixed AuroraEffect
Change budget to 0.02ms
Merge from apartment_complex_monument/wire_shadow_fix (fixes powerline shadows)
Merge from vm_currency_drop_fix
merge from canbe_charms_audio
fix up charm equip/unequip sound implementation
Possibly fixed VM issue that was cuasing currency to be dropped from the back of the VM in some cases
Bugfix: ignore set calls if occlusionculling instance hasn't been created yet
Tests: compiles
Merge: from culling_falsepos_improv
- Bugfix for NRE blocking connection to the server
Tests: none, trivial change
Merge from culling_falsepos_improv
merge from flat_estimatedvalue_sleepers
merge from culling_falsepos_improv
merge from demo_shotlist_fix
Merge: from culling_falsepos_improv
- Update(debug): added a bunch of editor only debug tools to be available in standalone, in culling clientvar group
- Update(debug): improved output of some of these tools
Tests: used these tools on craggy and apartment
merge from piemenu_binds_feedback
Fixed Demo "Shot List" and folder buttons not working
Fixed bind texts overflowing
Update: expose more of culling debug tools
- DebugShowStats - same as PrintStats, but continuously rendered to screen
- DebugDrawHiZMipChain - draw all depth mip levels on screen
- DebugDrawHiZOverlay - overlay specific level of mipchain on the screen, -1 to disable
Tests: used all on craggy
Added some feedback in the pie menu when the +prevskin or +nextskin are unbound
Add a hoverloot variant/keybind that only moves item types that already exist in the target container.
Prevent all melee damage to doors whilst outside the raid window.
Original intention was to allow some form of door raiding, but this can be abused too heavily
Address performance feedback: reduce the amount of times GetChangedMask() is called therefore reducing the amount of calls to MetabolismAttribute::HasChanged() and MetabolismAttribute::HasChangedGreatly()
merge from apartment_early_evict_fix
Only advance the baseline when we report a change
Fix comfort values being stuck at certain levels, fix food not always providing hunger and hydration benefits
blast door gib material fixes
merge from doorcontroller_restart_fix
Fixed door controller triggering on server restart
Fixed BlendTreeEventTrigger log spawm in editor while holding a crossbow
merge from horseprotection_leak_fix
merge from wallpaper_deploymismatch_fix