141,712 Commits over 4,505 Days - 1.31cph!
disable wheel colliders on the client during preprocessing so they don't spam errors during pool prewarm
merge from cui_draggable_anchor_fix
Fixed Draggable anchorMax setting to offsetMax
Fix BlurOptimize shader typo
gun display racks - merged weapons and hooks on all three.
each rack was 10-12 renderers with a separate MeshLOD chain each. weapons combined into one mesh per LOD band, hooks into one, one MeshLOD each
LOD components 32 -> 10
gameobjects 44 -> 19
draw calls 35 -> 20
colliders 32 -> 3
last LOD tris 15,282 -> 6,486
add cinematic shake to the demo options panel, to have the same shake we use in trailers
Added crystal AR page to the weapons category
merge from skinviewer_sept26
minor tweaks to wood glove model for skinviewer
Exclude composter from cooking tests
Fixed the greyscale amount parameter and the color filter having the wrong color space when passed to the shader
Fence Gate LODs and COL update
Fixed bucket helmet clipping in the skin viewer
Added wood armor gloves to the skin viewer
Added posed wood gloves for store page
merge from ocean_sim_waterlevel_trace_fix
More player boat building fixes to not assume oceanlevel is at 0
Fix hull placement, boat creation, deployable height limit
cherry picking from wooden box storage optimsation
cherry pick from bed optimisations
cherry pick from large wooden box
cherry pick from mixtable prt2
chery picking from mixing table optimsations
cherry picking from small stash improvements
cherry picking from gutter opts
cherry picking from binbag_pile and card table optimisations
Crystal AR - added charm support, small gloss tweaks
Change BlurOptimized downsample param to nointerp and replace BlitPass with raster pass
Merge from statesync_event_fix
Proper fix for events double firing when using the StateSync component
When scrubbing an animation from normalized time 1 -> 0 Unity plays all events in reverse order :(
We now suppress animatione vents for a frame any time we scrub the state backwards
Removed the previous fix for this issue in DoEffect as now we've solved the root cause of the issue
Set up glass mag drop (using mesh renderer instead of particle system)
Merge from main (will need codegen)
Gutter cornices: combined each into one MeshLOD
renderers 30 > 3
LOD components 30 > 3
Parts cull at different distances (supports 15, caps 35, rail 75), so each state is a mesh of only what's still visible - 802/88/24 tris, matching the originals at every band. Still batches, all states under the vert cap.
time for bed
If a code lock has 2 or less authed users skip that lock when calculating the door tax
Configurable by decay.upkeep_lock_min_users convar
Attempting to exempt player run hotels from being overly taxed, may need to re-evaluate if abused
Abyss barrels: combined the seaweed into one mesh per barrel
Merged the seaweed clumps on both storage skins into a single mesh per LOD, driven by one MeshLOD (0/7, cull 15).
seaweed clumps 107 > 2 meshes
LOD components 109 > 4
renderers 115 > 10
prefab size 518kb > 121kb
Geometry and collision unchanged. Wind is preserved.
optimized poker table variants:
Merged every RendererLOD chain across the four static configs into one combined FBX each, driven by a single MeshLOD (1/10/25, cull 60).
- RendererLOD chains: 34 > 4 MeshLOD
- LOD components: 226 > 192
- renderers: 321 > 212
- GameObjects: 143 fewer
- LOD0 submesh draws: 49 > 14
- prefab size : 508kb > 122kb
Also cleared a dead LODGroup from _cardtable_base
Fix inverted condition that deletes NPCs on spawn
Fixed potential crashes with ragdolls
Fixed potential crash with game.MountGMA
merge from fix_masterkey_swipe -> main
Add tests to prove the swiping is correct