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4,436 Commits over 1,249 Days - 0.15cph!

17 Days Ago
merge from industrial_pipe_batching -> main
17 Days Ago
Add `print_memory_batching_detailed` command to print out memory usage of individual batches - can supply filter to filter based on material name
17 Days Ago
merge from industrial_pipe_batching -> main
17 Days Ago
Make `batch_industrial_pipes` a non-admin convar
17 Days Ago
Add `print_memory_industrial` and `print_memory_batching` commands to show how much memory is being used by batching and industrial pipe meshes respectfully - batching will include both inactive renderers and active renderers since mesh memory is still used while the renderer is turned off
17 Days Ago
merge from optimize_sprinklers -> main
17 Days Ago
Fix compile error
17 Days Ago
Add `skinned_placeholder` convar to control if sprinklers will use static placeholders or not - default enabled - refresh_renderers will update placeholders if convar is changed
18 Days Ago
Fix DeferredDecal component not being stripped from server entities
18 Days Ago
Refactor copypaste into multiple methods to try and figure out why certain foundations and walls are missing from pastes - unsure if it's a problem with copying or pasting so starting with pasting - move RemoveOpthanedChildren() above when we start to spawn entities - try to spawn entities in multiple passes to ensure parents are all spawned before children - add more logging
18 Days Ago
Switch certain dynamic occlusion entities to static occludees when we know they can't move - convar `dynamic_occlusion_pausing` (0 = off, 1 = codelocks + industrial adapters on boxes, 2 = codelocks on doors) - currently (and by default) every entity is considered dynamic if parented - now certain entities can indicate if they are static (like boxes) - converts codelocks to dynamic while the door is opening, converts back to static once finished - will check all parents so a box parented to a tugboat will still be considered dynamic since it will find the tugboat as root parent - reduces dynamic ocludee count by 80% (417->74) on a sample base (converts nearly all codelocks and industrial adapters) - refresh entity dynamic status when running `refresh_renderers`
18 Days Ago
18 Days Ago
Make dynamicOccludees list public so it works with the command
18 Days Ago
Set industrial adapter to not be dynamic - still gets set to dynamic at all times since it's always spawned parented to an entity
18 Days Ago
Add `print_occlusion` command to print the amount of dynamic ocludees
18 Days Ago
merge from fix_puzzle_reset_analytics_nre
18 Days Ago
Fix NRE in puzzle reset analytics when SpawnGroup referenced is destroyed
19 Days Ago
merge from fix_console_chat_message -> main
19 Days Ago
Catch error if supplying a console color that isn't a valid enum - try catch the entire console logging thread so an error won't break the console
19 Days Ago
Add `console_print_color` command to confirm colored console messages work
19 Days Ago
Fix colorOverride being overwritten by LogType
19 Days Ago
Fix chat messages not being logged to console due to stacktrace being null when PrintColoured() is called
20 Days Ago
merge from fix_non_harvestable_trees -> naval_update
21 Days Ago
Fix server tree entities being spawned on both the client attached to the deep sea islands and on the server - modify PrefabpreProcess to always remove child entities from client entities because they should always be realm removed whether the component is attached or not?
22 Days Ago
Add `batch_industrial_pipes` convar to toggle the behavior - still need to call `refresh_renderers` to refresh them after changing behavior
22 Days Ago
Add support to override the max verticies per mesh for individual RendererBatch instead of changing global convar - increase from 1k -> 5k specifically for industrial pipes to capture more than the short stubby pipes - rest of the batching system stays the same - change original solution from adding RendererBatch at runtime to adding the RendererBatch to the PipeRenderer prefab and set it disabled since we can't set the override to 5000 before OnEnabled() is called - this causes every single prefab to be reimported but is safer than cranking global convar
22 Days Ago
Add industiral pipes to the batching system to reduce draw calls significantly when rendering industiral pipes
22 Days Ago
Fix textures that are resized to the nearest NPOT by Unity on import being incorrectly flagged as "compression disabled" by the texture analyzer tool
22 Days Ago
Fix pool used for Vis.Entities() in AddNearbyTurrets() not returned to pool
22 Days Ago
merge from fix_console_flickering -> main
22 Days Ago
Fix all the flickering in the windows console and all the pre-existing bugs - boils down to avoiding clearing text (by writing spaces) before writing the new characters, to prefering straight overwrite where possible - changed both status text and input text to only be updated when needed - that change created a bunch more bugs (not listed here for our sanity) and made below bugs stand out more - fix multi-line log messages cutting off when reaching the bottom of the buffer - fixed the cursor bouncing around as you are typing commands
22 Days Ago
Add /copypaste/ and /demos/ to shared ignore.conf file
23 Days Ago
Try to fix windows server console flickering - only clear 1 line when there are pending lines to log or status text to update instead of clearing all 3 lines - only redraw status text when we recieve status update - switch from 20 fps -> 50 fps (via Task.Delay()) - remove input.Update() redrawing the input line every 0.5s
23 Days Ago
merge from copy_paste_boats -> naval_update
23 Days Ago
Add `copyboat` command - functions identical to 'copybuilding' but has a bit of special handling for boats - add "GetRootParentEntity()" to BaseEntity to get the highest level parent - fix "snap to terrain" paste setting causing bases (and boats) to snap to the bottom of the ocean instead of top of the water
23 Days Ago
merge from ghost_ship_parenting -> deep_sea
23 Days Ago
Add "ShouldChildrenInheritNetworkGroup()" to allow a parent to prevent any of it's children from inheriting network group - set to false so ghost ships don't network children to the whole deep sea
24 Days Ago
Add component to floating city prefab and deep sea island prefab
24 Days Ago
Switch from unparenting every entity spawned in the deep sea to using a EntityParentSettings component to ocnfigure detaching children after spawn & skipping running DisableInternalCollisions() - using separate component so we avoid reserializing every entity prefab for now
24 Days Ago
Add floating city to "Scenes/Monuments/" menu in editor
24 Days Ago
merge from disable_island_parenting -> deep_sea
24 Days Ago
Unparent all the child entiites on the deep sea islands so they only network when up close - simplier and easier than dealing with inheriting network groups
24 Days Ago
Change OutlineManager to only use "PhysicsDebris" as the Vis.Entities() layer instead of every single layer - fixes 0.5ms lag spike every 0.5s
25 Days Ago
Replace normal sprinkler visuals with "new" sprinkler_model in electric.sprinkler.deployed prefab
25 Days Ago
Add new sprinkler_model prefab that has two set of renderers: one for skinned meshes and one for normal renderers - reduce skinned LODs from 3-> 2 since the AnimatorLOD will turn off the renderers once they are past 25m (meaning it will switch to placeholder renderers) - reduce unskinned LODs from 4->3 since the 4th LOD was messed up (still hide after 100m)
25 Days Ago
Add SkinnedPlaceholder component that will switch between skinned & normal mesh renderers depending on the animator being active - can check animator for bool parameter and check if it's in a known inactive state - poll every 5s (configurable) to see if the animator is inactive - send event when the animator is activated from EntityFlags_Animator
25 Days Ago
merge from modding_cui_merges -> main
25 Days Ago
Fix verticalNormalizedPosition not starting at 1 (top of screen)
25 Days Ago
- fix pivot missing from normal UI elements - fix rotation missing from ScrollRect
25 Days Ago
Make new empty methods for oxide to hook, original ones got deleted when fighting with codegen