userJake_Richcancel

5,110 Commits over 1,461 Days - 0.15cph!

15 Days Ago
Create apartment bed entity
15 Days Ago
Add single locker entity to small apartment
15 Days Ago
Make variant of locker loot panel for the single locker
15 Days Ago
Add single width locker entity for the small apartment
15 Days Ago
update apartment_complex_monument/prototype
16 Days Ago
merge from main -> apartment_complex_monument
16 Days Ago
Re-enable `canPlaceInsideRocks` on the terrain checks of foundation prefabs
16 Days Ago
Undo changes to foundation prefabs since the merge messed up at some point and they ended up with 2x MeshRenderer components throwing strange errors
16 Days Ago
Readd god rock & anvil rock to craggy
16 Days Ago
Codegen
16 Days Ago
Reapply Antihack.cs #if SERVER changes
16 Days Ago
merge from main -> fix_foundation_clipping_rocks
16 Days Ago
merge from fix_storage_adapter_invisible -> main
16 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
17 Days Ago
Fix NONE compile error in Workbench.Updates.cs
17 Days Ago
merge from fix_submesh_batching_shipping
17 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
20 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
21 Days Ago
Cherrypick 148619 (fix full rebuilds not working) since it never got cherrypicked to main
21 Days Ago
merge from fix_assetscene_deepsea -> main
21 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
21 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
21 Days Ago
Add support for asset scenes to exclude certain assets from being packed into asset scenes via the asset label "ExcludeAssetScene"
22 Days Ago
merge from main -> apartment_complex_monument
22 Days Ago
Fix compile error from non-existant namespace
22 Days Ago
merge from optimize_plant_lod_wind
23 Days Ago
merge from main -> optimize_plant_lod_wind
23 Days Ago
Fix berry bush seedling being missed by previous optimizations
23 Days Ago
Roses - disable wind & motion vectors on lower LODs - disable motion vector on billboard LOD
23 Days Ago
Potatos - disable motion vectors on all LODs
23 Days Ago
Corn - disable motion vectors on all corn prefabs
23 Days Ago
Plants spawned via `spawnplants` will have their grown paused so they stay the same stage
23 Days Ago
Add `spawnplants` command that will spawn every stage of every plant in a grid
23 Days Ago
Sunflowers - disable wind & motion vectors on lower LODs - disable motion vector on billboard LOD
23 Days Ago
Same idea for wheat - disable wind & motion vectors on lower LODs - disable motion vector on billboard LOD
23 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
23 Days Ago
Add orchid wind disabled materials
23 Days Ago
Apply lower LOD materials to hemp prefabs
23 Days Ago
Make wind disabled versions of hemp materials
23 Days Ago
Assign wind disabled version of material to lower LODs and disable motion vectors on them
23 Days Ago
Make lower LOD material variants of the berry plants with wind disabled
23 Days Ago
Fix RendererLOD not saving motion vectors for different LODs (so the lower LODs of plants can turn off motion vectors)
23 Days Ago
merge from cpu_batching_submesh -> main
23 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
24 Days Ago
merge from cpu_batching_submesh -> main
24 Days Ago
Fix compile error after merge
24 Days Ago
merge from main -> cpu_batching_submesh
24 Days Ago
Codegen
24 Days Ago
merge from main -> cpu_batching_submesh
24 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