155,557 Commits over 4,536 Days - 1.43cph!

12 Days Ago
Change BlurOptimized downsample param to nointerp and replace BlitPass with raster pass
12 Days Ago
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12 Days Ago
Merge from main
12 Days Ago
Merge from statesync_event_fix
12 Days Ago
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
12 Days Ago
Set up glass mag drop (using mesh renderer instead of particle system)
12 Days Ago
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12 Days Ago
Manifest
12 Days Ago
Codegen, compile fixes
13 Days Ago
Merge from main (will need codegen)
13 Days Ago
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
13 Days Ago
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
13 Days Ago
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.
13 Days Ago
Merge from main
13 Days Ago
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
13 Days Ago
Fix inverted condition that deletes NPCs on spawn Fixed potential crashes with ragdolls Fixed potential crash with game.MountGMA
13 Days Ago
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13 Days Ago
update from main
13 Days Ago
update from main
13 Days Ago
RidableHorse.prefab
13 Days Ago
merge from fix_masterkey_swipe -> main
13 Days Ago
Add tests to prove the swiping is correct
13 Days Ago
Fix the master key getting stuck in the animation state if you left click with key, as it derives from the keycard but has no swipe animation
13 Days Ago
russian roulette; - updated prefab - updated textures wip
13 Days Ago
Crystal AR store page wip
13 Days Ago
Wood armor gloves placeholder skin viewer mesh
13 Days Ago
Added wooden armor parts and crystal AR to the skin viewer
13 Days Ago
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13 Days Ago
merge from maintainables_fixes
13 Days Ago
remove extra debug log
13 Days Ago
merge from editor_save_toolbar -> main
13 Days Ago
merge from skinviewer_cubemap_fix
13 Days Ago
merge from main -> editor_save_toolbar
13 Days Ago
Refactored PlaceDecorRoadside to use Dithering and retry placement of pipes a configurable amount of times to get past the terrain checks blocking >80% of spawns - Dithering only moves away from roads, to make sure it doesnt re-try with one directly in the path Also fix PlaceWaterTreamentPipes to not use unnecessary statics
13 Days Ago
Fixed cubemap not working for viewmodels in the skin viewer unless you connected to a server
13 Days Ago
merge from qol_compost_ui -> main
13 Days Ago
Codegen
13 Days Ago
Optim: consolidate bundle un-/sub to store opening closing - force reload the active tab when opening store page Lets us unload resources while being ingame. Saves us 380MB in textures Tests: both backends in editor, took snapshots in standalone client. Noticed reopening shop now has borked images in standalone >.>
13 Days Ago
merge from main -> qol_compost_ui
13 Days Ago
added more calf texture and material variants and an extra cow variant.
13 Days Ago
Bugfix: make sure grids of general store tab get notified about closure Avoids growing asset bundle ref count Tests: navigated through abunch of menus, no errors
13 Days Ago
Updating izi world model rig
13 Days Ago
revert anchors to softer checks, too many was preventing them from spawning works is carried by the terrain heigh raisers to try to fill terrain under the skirt in the prefab
13 Days Ago
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13 Days Ago
Swap live background over to a small apartment Setup custom lighting for icon rendering
13 Days Ago
Use a live background in the character creator Streamline everything into a single CharacterStage prefab Cleanup old crappy static shot renderer
13 Days Ago
merge from paint_f1menu_fixes
13 Days Ago
optimised binbag pile - 41 renderers down to 1. There are 14 of these around the apartment complex alone. it was a pile of 34 nested binbag prefabs plus 6 ground_junk, each carrying its own mesh lod and renderer batch, sat under a parent that had its own mesh lod on top. all 41 drew at once at close range draw calls 41 > 1, mesh lod components 41 > 1 rendererlod, gameobjects 41 > 3 collision 34 mesh colliders -> 1 i dont t
13 Days Ago
Update: convert icons on DLC tab to be dynamic refs - updated StoreBundleTool to auto-update stale properties after bundle assignment - ran dyn ref bundle assign - also made CoverImage only do non-unity-null check as it was misfiring Tests: navigated through in editor both in db and bundle backends, tried standalone
13 Days Ago
Merge from hab_armour_damage