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5,216 Commits over 1,492 Days - 0.15cph!

17 Days Ago
merge from main -> optimize_train_track_meshes
17 Days 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
17 Days 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)
17 Days Ago
Add "rentallrooms" to see performance impact of fully loaded apartment monument
18 Days Ago
merge from main -> apartment_complex_monument
18 Days Ago
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
18 Days Ago
merge from apartment_complex_monument/prototype -> apartment_complex_monument
18 Days Ago
Fix compile errors
18 Days Ago
Fix compile errors + the Load() method not calling the correct "SetStaticFurnitureVisible() method for client vs server mode
18 Days Ago
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)
18 Days Ago
Switch basement elevator door in apartment wing to the rusty version (keeping the rest of the elevator doors looking normal)
18 Days Ago
Create rusty version of apartment elevator door
18 Days Ago
Fix TMP door decal not being disabled by default on apartment door C
18 Days Ago
Update apartment elevator prefab with new lift prefab
18 Days Ago
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
18 Days Ago
Switch apartment elevator doors from the rusty ones -> normal ones
18 Days Ago
Radial menu functionally works, need better floor icons than "up" and "down" - or maybe we put a keypad in, we shall see
18 Days Ago
Improve comment
18 Days Ago
Change the RPCs for elevator - reimplement old -1,+1, bottom, top with relative & absolute floor parameteters - implement new target floor with absolute floor parameter
18 Days Ago
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
19 Days Ago
update apartment_complex_monument/prototype
19 Days Ago
Fix interior apartment doors showing the room number on the door when they weren't the front foor of the apartment
19 Days Ago
Fix apartment doors having a TMP submesh inside causing errors at runtime
19 Days Ago
merge from fix_editor_reflection_probe_delay -> main
19 Days Ago
Subtract the button to disable the reflection probes since we shouldn't need it if it's updating the same rate as standalone
19 Days Ago
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
19 Days Ago
merge from optimize_generate_textures_alloc -> main
19 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
19 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)
19 Days Ago
Add text mesh to the apartment door prefabs (functional prototype, not pretty)
19 Days Ago
Regenerate font with all characters
19 Days Ago
Show room numbers on doors as text instead of the placeholder LCD screens above the doors
19 Days Ago
Add dripping font for the apartment door numbers
19 Days Ago
merge from main -> optimize_generate_textures_alloc
19 Days Ago
Add culling sphere component to the apartments
19 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
19 Days Ago
Reconnect apartment doors to apartment prefabs
19 Days Ago
Put apartment elevator at the end of the wing - add extra floor for basement - split apartment floors into their own prefabs
20 Days Ago
Duplicated second elevator in reception area
20 Days Ago
Apartment elevator now functional
20 Days Ago
Start converting props into a functional apartment complex elevator
20 Days Ago
merge from main -> apartment_complex_monument
20 Days Ago
Update manifest (prefabs)
20 Days Ago
Update manifest
20 Days Ago
Cherrypick CS 151910 (editor toggle button for reflection probe)
20 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
20 Days Ago
Rename room ids from 3 digits -> 2 digits (305 -> 35) - 2 digits makes it easier to put the room numbers on doors
20 Days Ago
Convert stool_a to mountable entity
20 Days Ago
Update manifest
20 Days Ago
Shift some small apartment props around too