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5,150 Commits over 1,461 Days - 0.15cph!

22 Days Ago
Reapply Antihack.cs #if SERVER changes
22 Days Ago
merge from main -> fix_foundation_clipping_rocks
22 Days Ago
merge from fix_storage_adapter_invisible -> main
22 Days Ago
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
23 Days Ago
Fix NONE compile error in Workbench.Updates.cs
23 Days Ago
merge from fix_submesh_batching_shipping
23 Days Ago
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
26 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
27 Days Ago
Cherrypick 148619 (fix full rebuilds not working) since it never got cherrypicked to main
27 Days Ago
merge from fix_assetscene_deepsea -> main
27 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
27 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
27 Days Ago
Add support for asset scenes to exclude certain assets from being packed into asset scenes via the asset label "ExcludeAssetScene"
28 Days Ago
merge from main -> apartment_complex_monument
28 Days Ago
Fix compile error from non-existant namespace
28 Days Ago
merge from optimize_plant_lod_wind
29 Days Ago
merge from main -> optimize_plant_lod_wind
29 Days Ago
Fix berry bush seedling being missed by previous optimizations
29 Days Ago
Roses - disable wind & motion vectors on lower LODs - disable motion vector on billboard LOD
29 Days Ago
Potatos - disable motion vectors on all LODs
29 Days Ago
Corn - disable motion vectors on all corn prefabs
29 Days Ago
Plants spawned via `spawnplants` will have their grown paused so they stay the same stage
29 Days Ago
Add `spawnplants` command that will spawn every stage of every plant in a grid
29 Days Ago
Sunflowers - disable wind & motion vectors on lower LODs - disable motion vector on billboard LOD
29 Days Ago
Same idea for wheat - disable wind & motion vectors on lower LODs - disable motion vector on billboard LOD
29 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
29 Days Ago
Add orchid wind disabled materials
29 Days Ago
Apply lower LOD materials to hemp prefabs
29 Days Ago
Make wind disabled versions of hemp materials
29 Days Ago
Assign wind disabled version of material to lower LODs and disable motion vectors on them
29 Days Ago
Make lower LOD material variants of the berry plants with wind disabled
29 Days Ago
Fix RendererLOD not saving motion vectors for different LODs (so the lower LODs of plants can turn off motion vectors)
29 Days Ago
merge from cpu_batching_submesh -> main
29 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
30 Days Ago
merge from cpu_batching_submesh -> main
30 Days Ago
Fix compile error after merge
30 Days Ago
merge from main -> cpu_batching_submesh
30 Days Ago
Codegen
30 Days Ago
merge from main -> cpu_batching_submesh
30 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
32 Days Ago
Fix submesh bypass per prefab being inverted
32 Days Ago
Enable submesh batching on shipping container
32 Days Ago
Only enable submesh batching on certain assets instead of every single one
32 Days Ago
Add `paste_auth` option to copy paste (default true) so admins are authed on every turret & door when pasting
32 Days Ago
Fix color being inconsistantly set inside editor because it was hitting client & server entities with the physics queries
32 Days Ago
When using `skin_radius` with the shipping container skin use the last color that the player used with the spraycan instead of randomly skinning the shipping container
32 Days Ago
Delete unused Combine() overload from MeshRendererData
32 Days Ago
Fix RendererLOD not working with colored RendererBatch because it was looking for the batching component attached to the renderer instead of on the parent - until we fix the LOD2 container wall having mismatched material order compared to the other lods
32 Days Ago
Add support to RendererBatch for submeshes - RendererBatch will send each submesh to the batching system separately with it's own material and track them both - update batching system to use submeshes when merging meshes
33 Days Ago
Fix all the compile errors