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2,886 Commits over 823 Days - 0.15cph!

2 Months Ago
Switch from multiple bools for tracking invokes to a single int 0 = off 1 = total execution of invokes per frame 2 = execution time per type of invoke per frame
2 Months Ago
Reimplement detailed entity profiling that was lost instead of stashed Change to single int to describe entity profiling mode 0 = off 1 = count spawned per frame 2 = count per type of entity spawned per frame 3 = count per type of entity across server every 5 minutes Reset all profiling measurements on the first frame profiling is enabled - fixes some stats counting incredibly high
2 Months Ago
Merge from qol_building_preview_lerp_snapping -> main
2 Months Ago
2 Months Ago
Add `int guideVersion` that is incremented every time a building guide snaps to a socket or rotates - lets us snap the lerping to the next position instead of lerping strangely
2 Months Ago
Merge from analytics_junkyard -> main
2 Months Ago
Add analytics when cars are shredded in junkyard
2 Months Ago
Merge from fix_barricade_subway_entrance -> main
2 Months Ago
Fix checking `GameObject.tag == "Value"` instead of "GameObject.CompareTag( "Value" )`
2 Months Ago
Add code to handle "BlockBarricadePlacment" tag Add "ConstructionErrors" class to store Translate phrases for construction errors Fix barricades sometimes showing "Not In Terrain" instead of "Can't Place On Monument"
2 Months Ago
Add `BlockBarricadePlacement` tag to subway entrance as it's not considered a monument
2 Months Ago
Merge from fix_batching_rainbow_logs -> main
2 Months Ago
Missed removing the old early exit
2 Months Ago
Fix logs inheriting the color of shipping container after recent fix for white barrels
2 Months Ago
Scene to prefab everything
2 Months Ago
Codegen
2 Months Ago
Fix Protobuf from merge
2 Months Ago
Cherrypick all the code from the /prefabs subbranch
2 Months Ago
merge from biome_visuals_2/prefabs -> aux1
2 Months Ago
#if CLIENT for compile errors
2 Months Ago
Attempt #2 at converting prefabs
2 Months Ago
Convert LODComponent disabled and only enable after we copy over the render settings after spawn
2 Months Ago
Update converter to only convert prefabs that are nested prefabs
2 Months Ago
Convert moss prefabs into nested prefabs so they work with the conversion
2 Months Ago
Update biome_visuals_2/prefabs
2 Months Ago
Switch bulk converter to use the PrefabUtility api instead of AssetDatabase
2 Months Ago
Undo first prefab conversion
2 Months Ago
Commit upgraded prefabs onto subbranch so code can be merged seperate from prefabs
2 Months Ago
Try catch the actual conversion, throw an error and continue converting the rest of prefabs incase of error Print error if there are additional components that would be stripped (example: Imposter)
2 Months Ago
Add Tools/Optimize/Convert BiomeVisuals -> BiomeVisuals2 to bulk convert all foilage Add `Tools/Import/Begin & End` to disable auto imports when testing converting prefabs Add "CantBeConverted" override to BiomeVisuals to tag prefabs that can't be converted (for whatever reason)
2 Months Ago
Add RendererBatch if all biome variants have it present
2 Months Ago
Add new BiomeVisuals2 component - swaps meshes & materials of renderers instead of destroying all gameobjects not in the biome Added tool to convert from BiomeVisuals -> BiomeVisuals2
2 Months Ago
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2 Months Ago
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2 Months Ago
Merge from fix_building_preview_logging -> main
2 Months Ago
Remove spammy logging when loading monuments with no building blocked volumes
2 Months Ago
merge from fix_barricades_car_placement -> main
2 Months Ago
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2 Months Ago
Merge from fix_barricades_rocks_monuments -> main
2 Months Ago
S2P fishing_village_a & harbor_1 again to avoid stomping MeshLOD changes
2 Months Ago
Merge from main -> fix_barricades_rocks_monuments
2 Months Ago
Merge from main -> fix_barricades_rocks_monuments
3 Months Ago
S2P everything again because somehow arctic research base got missed
3 Months Ago
Rearrange placement checks so "Can't Place On Road" always shows first
3 Months Ago
Fix SocketMod_RoadCheck not checking for custom tags
3 Months Ago
Use new custom tag system since Ring Roads already use the "IgnoreCollider" tag
3 Months Ago
Block all 4 barricades from being placeable on concrete roads (inside or outside of monuments) but allow it to be placed on dirt paths / dirt roads
3 Months Ago
Tag all generated road meshes with "Road" tag (ring road) Add new component "SocketMod_RoadCheck" which prevents building on roads
3 Months Ago
Fix road check so it works on both TerrainCheck and SphereCheck (different prefabs use different building checks)
3 Months Ago
Allow barricades to be buildable on roads