userJake_Richcancel

5,005 Commits over 1,461 Days - 0.14cph!

Today
merge from main -> apartment_complex_monument
Today
Re-enable `canPlaceInsideRocks` on the terrain checks of foundation prefabs
Today
Undo changes to foundation prefabs since the merge messed up at some point and they ended up with 2x MeshRenderer components throwing strange errors
Today
Readd god rock & anvil rock to craggy
Today
Codegen
Today
Reapply Antihack.cs #if SERVER changes
Today
merge from main -> fix_foundation_clipping_rocks
Today
merge from fix_storage_adapter_invisible -> main
Today
Fix storage adapters going invisible - force the LODComponent to refresh when it's parented to a static entity to handle all the edge cases where the LODComponent is initialized at 0,0,0 before parenting
Yesterday
Fix NONE compile error in Workbench.Updates.cs
Yesterday
merge from fix_submesh_batching_shipping
Yesterday
Rewrite submesh batching to batch with a key based on multiple materials instead of batching each individual submesh / material individually - fixes race condition where the inner plywood submesh would be disabled while the outer submesh would still show
4 Days Ago
Fix blueberry plant because my local git repo decided the file wasn't changed when it was so it was working for me and broken for everyone else
5 Days Ago
Cherrypick 148619 (fix full rebuilds not working) since it never got cherrypicked to main
5 Days Ago
merge from fix_assetscene_deepsea -> main
5 Days Ago
Fix deep sea manager being put into the bootstrap scene - prevents all deep sea content needing to load before the menu is able to load
6 Days Ago
Exclude the floating city prefab versions from asset scenes (we don't need an extra copy of the prefab since they are already packed into entities) - confirmed no longer packed into the AssetScene-props scene - removes 250k components for all 4 floating cities
6 Days Ago
Add support for asset scenes to exclude certain assets from being packed into asset scenes via the asset label "ExcludeAssetScene"
7 Days Ago
merge from main -> apartment_complex_monument
7 Days Ago
Fix compile error from non-existant namespace
7 Days Ago
merge from optimize_plant_lod_wind
7 Days Ago
merge from main -> optimize_plant_lod_wind
7 Days Ago
Fix berry bush seedling being missed by previous optimizations
7 Days Ago
Roses - disable wind & motion vectors on lower LODs - disable motion vector on billboard LOD
7 Days Ago
Potatos - disable motion vectors on all LODs
7 Days Ago
Corn - disable motion vectors on all corn prefabs
7 Days Ago
Plants spawned via `spawnplants` will have their grown paused so they stay the same stage
7 Days Ago
Add `spawnplants` command that will spawn every stage of every plant in a grid
8 Days Ago
Sunflowers - disable wind & motion vectors on lower LODs - disable motion vector on billboard LOD
8 Days Ago
Same idea for wheat - disable wind & motion vectors on lower LODs - disable motion vector on billboard LOD
8 Days Ago
Disable motion vector on the orchid billboard renderers (it was still doing motion vector pass despite the billboard material having wind disabled) and swap in the wind disabled lower LOD material
8 Days Ago
Add orchid wind disabled materials
8 Days Ago
Apply lower LOD materials to hemp prefabs
8 Days Ago
Make wind disabled versions of hemp materials
8 Days Ago
Assign wind disabled version of material to lower LODs and disable motion vectors on them
8 Days Ago
Make lower LOD material variants of the berry plants with wind disabled
8 Days Ago
Fix RendererLOD not saving motion vectors for different LODs (so the lower LODs of plants can turn off motion vectors)
8 Days Ago
merge from cpu_batching_submesh -> main
8 Days Ago
Fixed batched shipping container losing color - caused by some meshes missing vertex color and not adding any default vertex color causing the batched color to not be correctly applied when the meshes were merged
8 Days Ago
merge from cpu_batching_submesh -> main
8 Days Ago
Fix compile error after merge
8 Days Ago
merge from main -> cpu_batching_submesh
8 Days Ago
Codegen
9 Days Ago
merge from main -> cpu_batching_submesh
9 Days Ago
Change `renderer_submeshes` convar from 1 -> 2 but keep it scoped to only work with RendererBatch components that specifically enable AllowSubmeshes - allows batching on container to be toggled by changing `renderer_submeshes` convar
10 Days Ago
Fix submesh bypass per prefab being inverted
10 Days Ago
Enable submesh batching on shipping container
10 Days Ago
Only enable submesh batching on certain assets instead of every single one
10 Days Ago
Add `paste_auth` option to copy paste (default true) so admins are authed on every turret & door when pasting
10 Days Ago
Fix color being inconsistantly set inside editor because it was hitting client & server entities with the physics queries