12,480 Commits over 2,284 Days - 0.23cph!
Another potential fix for sprinklers still spraying when connected to a water pump with a large height difference and the pump loses power
Mark two more collision meshes r/w
Setup swap RPG component on viewmodel
Marked remaining floating city collision meshes r/w
Delay visual chickens enabling for a second, seems to fix the distorted skinned mesh renderers
S2P floating city 1+2
Added SkinnedMeshBaker to player model, switches to a non skinned mesh at 10m (obviously too low but good for a/b testing)
Added graphics.bakedSkinnedMeshes and graphics.RefreshAllAnimatorLods convars for testing
Seems to save about 0.6ms/frame in an isolated bandit town
AnimatorLOD now has a BakedSkinnedMesh field, if assigned the skinned mesh will be baked and the LOD will switch to that renderer when the animator is disabled
Remove all Linq usage in PlayerModel (not really related to this task but should help garbage)
Subtract
133193 (cinematic_play_fallback)
Merge from naval_update/floating_cities
Made a visual only version of the chicken, spawning fully AI driven chickens to sit in a cage is pointless
S2P floating city 1+2+3
Spawning new player_model prefab with baker component for NPC's
Experimenting with a skinned mesh baker to swap out static NPC's with static meshes at a distance
Setup baker component, currently spits out a series of static meshes for the given lod level
Very WIP
Fixed free hand sprays sometimes blocking hammer interaction when sprayed on a building block, this could always happen but it's worse now that the spray position is more accurate
Merge from spray_fixes_oct_2025
Merge from server_wipe_time_of_day
Merge from player_model_perf_improvements
Add debug.disable_distant_sleepers convar to toggle/compare new animator disabling logic, defaults to on
Will take 10s for animators to fully disable when convar is turned on
Reset default server starting time to 9, was set to 12 when testing fog volumes back in August
Override craggy island to start at 10 for better visuals while playing in editor
Merge from spray_fixes_oct_2025
Merge from cinematic_play_fallback
New chainlink monument door (npc only and player compatible)
Add placeholder conversation for farm access, charges scrap for now (temp)
When a door is opened by an NPC in a conversation it will then be closed after 5s
Fixed prevent building volumes on static minecart and railroad planter
Removed sockets from new static seating entities
Fixed the terrain mesh collider for Tropical1 not being on the terrain layer, was preventing AI from snapping to it properly
S2P Tropical1, no actual scene changes though
Also removed an allocation when setting up the mesh terrain
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Fixed spray can reskin UI closing too early if the player was looking at a skinnable object above them
Fixed spray can free spray clipping through some floor pieces on jungle foundations
cinematic_play will now fallback to the standard gestures if provided a gesture string that isn't in the cinematic list
Always enable the sleeping animator if the player is within 10m, lets the very subtle sleeping animation that I had never noticed before play as intended
Disable player animators on players that have been sleeping for more than 10s
In a scene with 200 sleepers this drops animator handling time from 7.2ms to 0.3ms
Automatically resumes once player wakes up, seems like no visible consequences
Added some light LODs to the bounce lights on the static phonebooth, they would have rendered at all times while in network range
Possible fix for AmbientLightLOD not properly enabling lights after a bug fix for the jungle update
Seemed to affect lights that didn't use a CullingVolume
Also removed an allocation every time a player enters and exits the lights range
Can no longer insert items into the production slot of the chicken coop
Add PlayerAnimation_premerge_oct2025 controller for reference
Mark clothing fbx's as non r/w
Merge from main
Stomped player animation controller changes (sorry)
Trying out Unity's VHACD convex collider generator, might help with generating convex colliders for objects deployed on boats (going to be an issue going forwards)
Seems to work reasonably well on some meshes, not at all on others. Needs more investigation
Set up an editor window to expose the settings and spawn the colliders in the scene for testing
Merge from hardcore_refresh (no build as there are menu compile errors that need to be merged)
Fixed not being able to assign another player their full bag limit on vanilla servers (this behaviour now only kicks in when a server is running fog of war or no map)
Fixed incorrect bag count being sent to player when they assign one of their bags to another player
Possibly fixed some issues with modifiers not calculating time properly