12,185 Commits over 2,557 Days - 0.20cph!
Added livestock scene to dev menu
Merge from roof.bottom.line conditionals consistency pass
Merge from apartment_complex_monument (swing jumping)
Fixed redundant RendererLOD on door.hinged.industrial_a_e
Fixed missing MeshCull on CCTV yaw mesh
Merge from scene_check_tool
Fixed HLOD renderers appearing as renderers without LODs in scene checker
Removed old tools, now replaced with unified SceneChecker
Fixed some water catcher panel help issues
Added a display of which modules will be spawned on the test cars in the vehicle editor
Saves having to click through into the scriptable object
Updated dome setup with new art
Moved the fuel pump models into the entity itself
Merge from shadow_caching_tooltip_fix
Merge from shadow_caching_framerate_fix
Merge from shadow_caching_ambientlightlod_fix
Merge from apt_cctv_culling
Merge from fix_trap_displacement
Merge from fix_buffer_upload_mode
Merge from fix_demo_culling
Create new livestock testing scene with ai enabled
Setup cow movement speeds
First pass on cow prefab
Basic FSM with idle and roam
Added debug.emptytankermodule and debug.filltankermodule commands
Added some help to the water catcher panel
Adjusted unlock behaviour for crude to only allow removal while the tanker is on a car lift
Fixed an infinite GUILayout issue when inspecting modular vehicles
Crude oil pump now requires powergrid to be active (level 1 for now)
Adjusted rates, spawn less per tick but much faster ticks
Created a new GenericMountableAnimationSubSystem
Designed for mountables that just use a single clip (ie. most of them)
Plays a given clip on a loop and swaps avatar mask to lower body only when a player equips an item
Updated chair_animtest to demo behaviour
Merge from apartment_complex_monument
Better update process (pause and resume the playable, don't manually evaluate it)
Experimenting with throttling animator updates by screen space of characters
Added a Burst loop that calculates the screens space of every player model
Player Model then uses that to manually evaluate, so if a model takes up less than 30% of screen it's at 60fps, less than 15% it's 30fps
It's functional, but performance is currently worse because under the hood Unity schedules it's animators across worker threads and this moves it to the main thread
Fixed DecalCull components not showing decals at all at lowest quality settings
This component was multiplying the culling distance by Mesh.lod intead of Mesh.quality, Mesh.lod can be set to 0 so it was always disabling decals
This will technically hurt performance on low settings as they weren't showing decals at all, so I've added a minimum 0.25 quality level
Decals on low settings now pop in pretty obviously, but at least they render when up close
Added an editor inspector to show the current camera distance and culling distance, similar to other LOD components
Fixed vending machines being able to accept stacks greater than the max and create illegal stack sizes
(eg. order requires 1001 wood and you pay with a stack of 3000 wood, vm will now create two stacks in storage)
Removed animator from non-interactive elevator door in destroyed wing
Merge from weathereffect_queue
Missing partial, compile fix
Merge from weathereffect_queue
Fixed work queue not compatible with reset static fields (abstract class)
Merge from weathereffect_queue
Fixed AuroraEffect
Change budget to 0.02ms
Merge from apartment_complex_monument/wire_shadow_fix (fixes powerline shadows)
Merge from vm_currency_drop_fix
Possibly fixed VM issue that was cuasing currency to be dropped from the back of the VM in some cases
Possible fix for apartments evicting players after a few minutes
Reset lastRentPaymentTime and zero out any outstandingRent or timeRentOverdue when a new tenant rents out a room (was inheriting the last occupants values)
Would have affected servers with 24h+ uptime more severely