155,648 Commits over 4,566 Days - 1.42cph!
Ok fine allow buildings to define multiple exteriors
- even though theoretically there can only be a single exterior per base it gets funky in it's current implementation when not all building blocks are handled by base occlusion so you can have separate sections of a base that aren't connected with faces but are both outsides (example: connecting external TC with ramps)
Exclude high walls from room occlusion (since they are always considered outside structures)
Fix bases being able to define multiple outsides of the base
- collapse to a single outside when interior rooms incorrectly are flagged as interior
Bugfix: fix invalid takeover data for crystal ak
Accidentally copied pack even though it hasn't one when manually resolving
Tests: navigated to page, crystal ak displays as intended
Added a per-stage benchmark measurement harness before moving onto experimental optimisations. To be used to measure future improvements and map changes.
- ProcgenStats: time per-stage, number of prefabs placed, placement hash, counters (filter calls, radius scans, texel reads, anchor scans, monument attempts).
- ProcgenBenchmark: editor tooling to generate maps for queued seeds and writes a CSV row per-stage. One map per play session, exiting play mode after each generation.
- Powershell scripts to drive the editor benchmarks and compare CSV outputs by hash and stage time
Bugfix: store.refresh now restarts the tab
Fixes tab having only default-initialized tiles
Tests: ran refresh while on general tab
merge from main
fix conflict in ConversationData, bumped VehiclePadRepaired condition type
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Update: HttpImage - permit multiple requests for same url
Fixes clurred images for overlay pages where first button shares sprite with full screen image but has different settings
Tests: navigated to coconut underwear page - loaded both
merge from procgen_visualiser
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Merge from critter_animals
Indicator + light notify LOD
Merge from animal_fence_sound_polish
First pass on jellyfish swarms
Animal fencing audio polish and added new ui sounds
Tweaked power phase requirements
Tweaked loot spawn types
Fixed bad map topology in harbor_1
added colour mask slot to crittermovement and environmentfishcritter shaders for crab
Pipe/wire pass for random room i (small)
edited grenade vm pullpin anim so the pin does not momentarily appear on screen after its pulled as it blends to throw ready idle
Halloween Wallpapers - texture update
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Minimum of 1 fuel for even worse foods (grubs)
spooky halloween decor pack steam item
- Description
- Crafting costs
- Tech tree
Updated huntingtrophy prefab to allow different sheep colourings to display correctly.
Update: HttpImage - pick a higher mip, seems to look better when downsampled
Tests: navigated to pack overlay page
- Have to restir after adding new food
- Show a little pop animation in the loot panel ui to show its been reset
- Make 'electircity required' show in red
- Turn off lamp and indicator if theres no power connected to the biofuel generator
- "stirring" -> "stirred"
Mask sheep face when shaving (only disappear when fully shaved), have shaved areas more organic looking and wavy
Add emissive indicator lights:
- green flashing when done (fuel in and not food)
- green when cooking normally
- solid red when no food (to show its burning power)
- red flashing when needing to be stirred
Update: reimplement shop.unloadAssets convar
Tests: set it to 0, navigated to shop and out, confirmed bundle was still loaded via listdynamic, set to 1, confirmed it was gone via listdynamic
Merge from airwolf_repairable_pad 🚁
exported edited frog anims
Clean: get rid of icon precaching from store bundle
All bundle assets are now loaded on demand, so this code was both useless and harmful
Tests: navigated through store with failloads 1 - all images present
Adjust helipad repair requirements
Code support for latest art assets
Adjust convar behaviours
Clean: remove unnecessary extra unload when DLC tab closes/becomes hidden
Tests: navigated to DLC tab with delay and failloads convars