137,304 Commits over 4,474 Days - 1.28cph!

keep a dropped key around for an hour rather than 5 minutes
Today
Merge from more_cleanup
Today
Fixed ban notification report date being wrong, will now show the date of the first report
Today
Update(debug): allow to filter occlusion culling debug to just 1 specific instance via culling.debugid - added editor only way to copy id (need a way to do this in standalone) Tests: used it to isolate apartment corridor wall (still pants to use though, need something better)
Don't send room network update twice Clean up methods Refresh blocker state constantly if inside the invisible door toggle
Today
Founders Door - lowpoly and first texture iteration
Also fix MeshLOD spamming errors when first adding the component
Implement arted up variant of powerplant fuse box - Fuses visible in fusebox according to which slot they are placed in - Use gib for popping out spent fuses - Add custom loot panel for the powerplant fuse boxes - Move powerplant fuse condition loss to a convar Also: - Fix all invalid slots being visible for a frame when opening a loot panel with 'hideInvalidIcons' enabled - Fix loot panels reverting to the quick craft panel when closing the entire panel
Today
Consistent icon sizing for animation buttons
Today
Camera scroll zoom shift tooltip
Today
Update(editor): occlusion hiz overlay - "auto-expose" depth overlay Original implementation made it very difficult to discern anything in enclosed spaces Tests: used it in apartments
Today
Port ONLY the shader changes over from /main/.../std_shader_compat in order to make the standard shader compatible with the SRP batcher. This will cause conflicts. If you run into that, than know that this branch is the source of truth. This branch should stomp whatever was under /main/indirect_instancing.
Today
More reliable skin icon downloading. Skin menu styling fixes. Flash skin title text red/yellow during skin download for user feedback
Update blast door blocker to use RendererLOD
Today
Fixed streetlight volumetrics hue not propagating. Pop fix. S2P.
Today
Added sounds to charm equip/unequip and code tweaks
Merge from MonumentBlockers2
Today
Filter skins by name
Today
blast door blocker added
Today
WIP stacked tables/desks monument blocker
Today
Occlusion tweaks & shadow priority improvements. Removed distance flares from basement assets. S2P
Today
Bigger button style in scroll views
Yesterday
Final light tweaks & polish fixes. S2P.
Yesterday
Workshop skins now loading correctly with their icon
Yesterday
Market lighting tweaks for the changed layout.
Yesterday
Update(editor): use same color for lod level of occludee when rendering ss bounds - also added memoization of lod level Tests: none, trivial change
Yesterday
Fixed RidableHorse ProtectionProperties leak
Yesterday
Update(editor): use different colors for visualizing occluidee screen-space bounds Red for dynamics, cyan for statics, purple for grid Tests: visualized swing - saw all 3 colors
Yesterday
Prefab cleanup.
Yesterday
Bugfix(editor): fix dynamic occludees rendering sphere in LS, instead of WS - use cached location to help detect slow updates to dynamic occludees Tests: visualized bounds of swing seats - they're no longer at origin
Yesterday
Fixed some conduits that didn't line up to light fixtures anymore.
Yesterday
More lighting polish.
Yesterday
Merge: from main
Yesterday
Button style changes
Yesterday
Piano v4 animation updates
Yesterday
Lighting prefab improvements.
Yesterday
merge from main
Yesterday
Fix items being movable into the vending machine inventory of the rentable shop while the purchase menu is open
Yesterday
Fix demo comptabaility layer bricking some up to date demos - use correct asset scenes rather than file bundles for HasAsset check
Yesterday
scene update
Yesterday
- Added overlays to scene and Overlay cycle and hide script, set up cycle button - new composition button now cycles through intial set of options
Yesterday
Remerge of before due to submit race
Yesterday
Merge: from renderbatch_meshlod_improv - Update: reimplementation of previous bugfix to be cheaper Tests: pasted a boat, flew out and back - props were there
Yesterday
bear desc update
Yesterday
Optim: simplify prev bugfix, don't early initialize LOD managers Tests: pasted a boat, flew out and back - props were there
Yesterday
Bugfix: from renderbatch_meshlod_improv - Bugfix for disappearing props on boats Tests: paste a boat, flew out of range and back - all props present
Yesterday
Bugfix: fix initialization race of LODComponent on whether it's dynamic or not - Now both ToggleDynamic and OnEnable can initialize managers+occlusion When loading from network snapshot, it was toggling dynamic state before it initialized managers, leaving it in a half-dynamic, half-static state Tests: spawned a copy paste boat, all entities were present. Flew out of net range and back - all's there
Yesterday
removed charity_plushie_05 and rebuilt skins list - ready to be merged to main
Yesterday
Bunch of cleanup and refactor iterating,
Yesterday
merge from storepage_glowingwallpaper