141,220 Commits over 4,505 Days - 1.31cph!
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
merge from main -> base_occlusion
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%
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.
Refactor and cleanup of code
Clean: remove PathProxyFor
- update StoreBundleTool to work with DynamicResourceRef
Tests: none, not in use yet
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.
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.
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
Glass AR - texture, material, naming updates, experimental SSS shader
Add tunble drone detonate distance convar.
possible NRE fix for mannequins
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.
Fix prevent building volumes being baked into the navmesh instead of ignored
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.
merge from vehicle_pooling
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.
Merge from render_pipeline_testing
animation imports + keyframe curve editor
Deleted old prefab location
Ladder collision and LOD setup
Merge from hackweek_random_skin_crafting
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
Adjusted frame for triangle top tier hatch
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
Buildfix: fix merge issues
Tests: editor opens
Merge: from hackweek_unsafescriptingaccess
- Bugfix for exception on boot for missing DLL entrypoint
Tests: booted into craggy on windows
Bugfix: grab latest binaries for Rust.Native
One of them was stale, breaking the feature
Tests: booted into craggy on windows - no more exception
Enabled Deferred+ by default and fixed he BillboardLight-RRP.cginc file to be compatible with the new Deferred+ code
Added changes that should have been checked out with the last commit
Added support for Deferred+ lighting
SAM site vs drone buffs wip:
Missiles use a proximity fuse against drones (reusing the MLRS trigger), lead vs them without aim error at 2.25x speed, and destroy drone-dropped explosives mid-air (no fireballs)
merge from swamp_tree_buff
Increase all swamp tree wood harvest from 300 to 1000
Random includes the default skin now too
More suspension/steering/grip tweaks from testing, can be further tweaked after feedback
Removed the burnout/launch attempt, wasn't working right
Fixed engine revs to use front wheel speed instead of rear (AWD so no difference)
Rear wheels now visually lock during a handbrake instead spinning