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5,115 Commits over 1,461 Days - 0.15cph!

3 Hours Ago
Fix CommentComponent being reserialized with different line breaks due to Unity clamping yaml string length in prefabs to 80 characters - normalize every line break to \n so it can't change when saved on different platforms - this fixes RidableHorse constantly wanting to be commited
3 Hours Ago
More progress - generate meshes right away when running on server (so they can be assigned to colliders) while keeping it defered on the client so we only generated meshes when in LOD range - create PathMeshLOD which is MeshLOD + request mesh generation when the lowest LOD becomes visible & destroy when no LOD is visible - fix the "job" version creating a job per mesh segment instead of batching every 5 segments together - some more fixes with the mesh generation (stuff like handling both 16bit and 32bit indicies instead of assuming every mesh is <65k verts)
Today
Add "rentallrooms" to see performance impact of fully loaded apartment monument
Today
merge from main -> apartment_complex_monument
Today
Wrap PathList.CreateMesh() with a request class - preparing to generate and destroy the meshes when the rail segments are loaded by WorldGrid instead of generating all rail meshes at startup and keeping them in memory for the whole session - proxy the normal CreateMesh() method to use the "job" class internally (even though it runs on worker threads instead of the job system) - switched to the NativeArray mesh building methods instead of using MeshCache.Data for storage
Yesterday
merge from apartment_complex_monument/prototype -> apartment_complex_monument
Yesterday
Fix compile errors
Yesterday
Fix compile errors + the Load() method not calling the correct "SetStaticFurnitureVisible() method for client vs server mode
Yesterday
Disable the HLOD mesh renderer by default so it doesn't show in scene view (can re-enable the component on HLOD_apartment_complex_1.prefab if needed)
Yesterday
Switch basement elevator door in apartment wing to the rusty version (keeping the rest of the elevator doors looking normal)
Yesterday
Create rusty version of apartment elevator door
Yesterday
Fix TMP door decal not being disabled by default on apartment door C
Yesterday
Update apartment elevator prefab with new lift prefab
Yesterday
Make separate prefab for the elevator lift - swap the buttons to "+1, -1 floor" so they respond when the flags are changed by the radial menu floor selector
Yesterday
Switch apartment elevator doors from the rusty ones -> normal ones
Yesterday
Radial menu functionally works, need better floor icons than "up" and "down" - or maybe we put a keypad in, we shall see
Yesterday
Improve comment
Yesterday
Change the RPCs for elevator - reimplement old -1,+1, bottom, top with relative & absolute floor parameteters - implement new target floor with absolute floor parameter
Yesterday
Start adding support for elevators to go to a specific floor instead of being limited to -1, +1, bottom, top) - send lift of floors available in the elevator shaft so the client can create a radial menu
Yesterday
update apartment_complex_monument/prototype
Yesterday
Fix interior apartment doors showing the room number on the door when they weren't the front foor of the apartment
Yesterday
Fix apartment doors having a TMP submesh inside causing errors at runtime
Yesterday
merge from fix_editor_reflection_probe_delay -> main
Yesterday
Subtract the button to disable the reflection probes since we shouldn't need it if it's updating the same rate as standalone
Yesterday
Fix the editor reflection probe rendering every frame - increase delay from 0.1s -> 1s (matching runtime) + fix it not even using the 0.1s cooldown originally
2 Days Ago
merge from optimize_generate_textures_alloc -> main
2 Days Ago
Revert back to TerrainMeta.GetHeights() that returns a 64MB managed array - keep the NativeArray for the textures themselves - fixes mismatch from GetHeight01() not returning the same value as the terrain's heightmap - tried calling GetHeight() on each pixel instead but is off by 1 step for certain heights so playing it safe
2 Days Ago
Update the apartment door prefabs inside the apartments - set small, medium & large to different door prefabs to confirm they work (unsure how final art is intended to look)
2 Days Ago
Add text mesh to the apartment door prefabs (functional prototype, not pretty)
2 Days Ago
Regenerate font with all characters
2 Days Ago
Show room numbers on doors as text instead of the placeholder LCD screens above the doors
2 Days Ago
Add dripping font for the apartment door numbers
2 Days Ago
merge from main -> optimize_generate_textures_alloc
2 Days Ago
Add culling sphere component to the apartments
2 Days Ago
Add culling support for apartment furniture - start with large spheres around each apartment - add extra check if the player is inside the apartment to handle corners of the apartment the culling sphere doesn't reach
2 Days Ago
Reconnect apartment doors to apartment prefabs
2 Days Ago
Put apartment elevator at the end of the wing - add extra floor for basement - split apartment floors into their own prefabs
2 Days Ago
Duplicated second elevator in reception area
2 Days Ago
Apartment elevator now functional
3 Days Ago
Start converting props into a functional apartment complex elevator
3 Days Ago
merge from main -> apartment_complex_monument
3 Days Ago
Update manifest (prefabs)
3 Days Ago
Update manifest
3 Days Ago
Cherrypick CS 151910 (editor toggle button for reflection probe)
3 Days Ago
Add button to toggle reflection probe in the editor - default docks top right of scene view beside the other camera buttons - fixes bad lag when flying around in scene view
3 Days Ago
Rename room ids from 3 digits -> 2 digits (305 -> 35) - 2 digits makes it easier to put the room numbers on doors
3 Days Ago
Convert stool_a to mountable entity
3 Days Ago
Update manifest
3 Days Ago
Shift some small apartment props around too
3 Days Ago
Shift large furniture props into furniture root so they only spawned when rented