5,127 Commits over 1,492 Days - 0.14cph!
Bypass placing in rock check for square & triangle foundation
- allows the foundations to clip into the "ground" even if it's a rock, the same way they can clip into the terrain normally
- should be safe because placing foundations alone into rocks doesn't do anything useful & there should be additional checks if the foundation is completely in the rock
Add support for certain prefabs to bypass TestPlacingThroughRock()
Add a big cliff to CraggyIsland as all the old ones got nuked during the world update
- put below the power lines so it's not floating anymore & gives us a place to test the bug
Fix stackable skinnable items not being having the skin applied to the world model when the item stack is split
- fixes grenade skins often not showing on the world model
Fix clothing not going into main inventory when hover alt looting clothing from chest -> player and backpack becomes full
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
Remove unused method PurchaseUpkeepTime(float)
merge from fix_console_thread_cancel -> main
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
Add debris to roof & triangle roofs
- show debris locations in DrawGizmosSelected()
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
merge from fix_texture_compression_npot -> main
Handle textures that are clamped to a maximum size from being falsely flagged as NPOT
Further fixes to make sleeping bags work with steam nicknams
merge from main -> fix_steam_nickname_bags
merge from fix_batching_ghosting -> naval_update
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
merge from fix_boat_teleport_checks -> naval_update
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)
Re-enable dynamic occlusion pausing by default again
merge from main -> fix_dynamic_occlusion_pausing
merge from icon_renderer_path -> main
Allow path to be overwritten for PropRenderer
- allows it to skip the "update the item's icon"
merge from fix_cui_update_texture -> main
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
Re-enable "Force Deep Sea" in the GameSetup of each tropical island scene
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
merge from deep_sea -> deep_sea/island_scenes
merge from force_scene_deep_sea -> naval_update
Enable `forceDeepSea` in GameSetup in all the tropical scenes
Re-add deepsea.cs convar file because plastic
- codegen
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)
.meta files after generating manifest
Prefabs after generating manifest
Cherrypick CS
136988 (material & SceneTemplateSettings.json)
Cherrypick CS
136987 (stop generating lighting)
Material & SceneTemplateSettings.json keep getting generated
Save Null Lighting asset in CraggyIsland so it will stop generating LightingData.asset
Fix async pool refill not tracking refilled count
Update build pipeline Unity version to 6000.0.58f2 to match ProjectVersion.txt
Fix "ShouldBeRunning()" getting inverted during refactor
Refactor refill code from PrefabPoolCollection into it's own PrefabPoolFiller class
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
Add back parent parameter in InstantiateAsync() since it actually works in Unity 6
merge from unity_6.0.58 -> hackweek_pool_refill/unity_6