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5,272 Commits over 1,522 Days - 0.14cph!

7 Months Ago
Potential fix for bases decaying despite having upkeep on servers with high amount of building blocks - previously was only purchasing 10min of upkeep time, so if it took longer than 10min to check every building block it eventually would start to decay - needs testing
7 Months Ago
Remove unused method PurchaseUpkeepTime(float)
7 Months Ago
merge from fix_console_thread_cancel -> main
7 Months Ago
Potential fix for multiple console logging threads running at the same time, causing formatting issues - cancel the CancellationTokenSource inside Enable() incase it gets called twice (editor only probably) - cancel the CancellationTokenSource inside Disable() before unsubscribing from the callback
7 Months Ago
Add debris to roof & triangle roofs - show debris locations in DrawGizmosSelected()
7 Months Ago
Add ConVar for `use_cached_stability` - will cause all stability to use `CachedSupportValue()` instead of using `SupportValue()` which will return a different value - fixes mismatch between what stability is set to, and the stability value read from supports - should extremely rare situations where certain bases cause infinite stability updates due to the mismatch above - may cause additional stability updates so locked behind a convar
7 Months Ago
merge from fix_texture_compression_npot -> main
7 Months Ago
Handle textures that are clamped to a maximum size from being falsely flagged as NPOT
7 Months Ago
Further fixes to make sleeping bags work with steam nicknams
7 Months Ago
Codegen
7 Months Ago
Codegen protobuf
7 Months Ago
merge from main -> fix_steam_nickname_bags
7 Months Ago
merge from fix_batching_ghosting -> naval_update
7 Months Ago
Fix Render batching occasionally persisting after the prefab is deleted - caused by RendererBatch being disabled before LODComponents and LODComponents resetting to the lowest LOD that has a batched mesh
7 Months Ago
merge from fix_boat_teleport_checks -> naval_update
7 Months Ago
Fix portal teleport check not ignoring the terrain margin properly - make it also ignore TerrainMargin outside of editor too so it works on Craggy standalone (shouldn't affect Procgen as TerrainMargin will never be in the way of the boats)
8 Months Ago
Re-enable dynamic occlusion pausing by default again
8 Months Ago
merge from main -> fix_dynamic_occlusion_pausing
8 Months Ago
merge from icon_renderer_path -> main
8 Months Ago
Allow path to be overwritten for PropRenderer - allows it to skip the "update the item's icon"
8 Months Ago
Fix compile error
8 Months Ago
merge from fix_cui_update_texture -> main
8 Months Ago
Fix CommunityUI to replace the existing texture when a duplicate CRC is sent instead of destroying the texture, causing existing UI with that texture to break
8 Months Ago
Re-enable "Force Deep Sea" in the GameSetup of each tropical island scene
8 Months Ago
Enable the ConVar `force_scene_deep_sea` when the "Spawn Grass Placements" button is clicked in editor - doesn't fix the grass not spawning when SpawnFilter is set to DeepSea biome, but does ensure that "IsInDeepSea()" returns true while the grass is spawned
8 Months Ago
merge from deep_sea -> deep_sea/island_scenes
8 Months Ago
merge from force_scene_deep_sea -> naval_update
8 Months Ago
Enable `forceDeepSea` in GameSetup in all the tropical scenes
8 Months Ago
Re-add deepsea.cs convar file because plastic - codegen
8 Months Ago
Add bool option to GameSetup to force the scene to be considered inside the deep sea - sets convar `force_scene_deep_sea` to be true (editor only)
8 Months Ago
.asset files
8 Months Ago
Update manifest
8 Months Ago
.meta files after generating manifest
8 Months Ago
Prefabs after generating manifest
8 Months Ago
Cherrypick CS 136988 (material & SceneTemplateSettings.json)
8 Months Ago
Cherrypick CS 136987 (stop generating lighting)
8 Months Ago
Material & SceneTemplateSettings.json keep getting generated
8 Months Ago
Save Null Lighting asset in CraggyIsland so it will stop generating LightingData.asset
8 Months Ago
Fix async pool refill not tracking refilled count
8 Months Ago
Update build pipeline Unity version to 6000.0.58f2 to match ProjectVersion.txt
8 Months Ago
Fix "ShouldBeRunning()" getting inverted during refactor
8 Months Ago
Refactor refill code from PrefabPoolCollection into it's own PrefabPoolFiller class
8 Months Ago
Add convars to control pool refilling - refill_max_concurrency (default max 5 jobs queued) - refill_mode (0 = off, 1 = main thread, 2 = InstantiateAsync) - refill_immutable_optimization (assumes source prefab isn't being modified) - refill_max_per_job (max number of prefabs submitted per job (default 30) Better detection when no work is being done and avoiding burning the budget Target refilling each pool to 50% to avoid constantly deleting extra prefabs if the pool is always full - hardcoded for now Simplify main thread refilling, don't worry about overshooting budget since it can be set small and we want to move to async which doesn't risk overshooting
8 Months Ago
Add back parent parameter in InstantiateAsync() since it actually works in Unity 6
8 Months Ago
merge from unity_6.0.58 -> hackweek_pool_refill/unity_6
8 Months Ago
3 materials for the 3 extra materials created
8 Months Ago
Cherrypick CS 107107 - Wind shader fix
8 Months Ago
3 more meta files
8 Months Ago
16k .meta files
8 Months Ago
Update TextureFormat being deprecated in ColorCorrectionLookupEditor as well