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11,000 Commits over 1,950 Days - 0.24cph!

2 Years Ago
Fix showing item stack counts on items that didn't formerly show stack counts
2 Years Ago
Fixed some unneeded usings
2 Years Ago
Fixed case where the final hit on a resource node would calculate the total amount in inventory incorrectly on the item pickup notice
2 Years Ago
Merge from main
2 Years Ago
Unsaved
2 Years Ago
Ran S2P on all named monuments with prevent building volumes, no monument scene files were changed Made a new S2P menu option to only update monuuments with the above conditions, commented it out though since this should only be needed once
2 Years Ago
Merge from improved_monument_proximity_warnings
2 Years Ago
Merge from main
2 Years Ago
WIP on a tool to trim out LOD faces that likely won't be visible
2 Years Ago
Revert manifest and plugins to match main
2 Years Ago
Removed jobs renderer system Move UnwrapBaker to plugins, made it editor only Fixed MeshLods getting modified by HLOD before they can Init
2 Years Ago
Ensure LODS are removed from the culling system when under the control of a HLOD
2 Years Ago
Fixed MeshLOD components not getting properly disabled by HLOD
2 Years Ago
Merge from main
2 Years Ago
Fixed admin UGC browser delete button not working
2 Years Ago
Added new PreventBuildingMonumentTag, use that instead of a general radius check when determining when to show the "Cannot build this close to..." message A component with a reference to the MonumentInfo is required as in builds we flatten the hierarchy completely Scene2Prefab will automatically apply these components to relevant colliders during the S2P process (so we'll need to S2P all the monuments before this change will take effect)
2 Years Ago
Sprays will no longer respect the Decay.upkeep_inside_decay_scale convar, they wiill always decay based on Global.SprayDuration even if they are indoors
2 Years Ago
Prevent incorrect decay calculation if global.SprayDuration is set to 0
2 Years Ago
FIx avatar switcher cancelling the current animation
2 Years Ago
Added AvatarSwitcher state machine component that switches the avatar of an animator when the state machine enters that state
2 Years Ago
SetHorseBreed now only requires admin (was developer only)
2 Years Ago
Add global.consolescale to change the font size in the console window
2 Years Ago
Don't allow sell order listings of genetic clones for multiple items, clones must be listed for a price per unit example: listing 6 clones for a price of 6 wood = not allowed listing 1 clone for 1 wood = allowed, and player can still purchase all 6 clones in one transaction
2 Years Ago
Merge from main
2 Years Ago
Add global.ClearSpraysAtPositionInRadius to remove sprays via Rcon
2 Years Ago
Merge from main
2 Years Ago
Add global.useSingleItemPickupNotice (defaults to true), uses a single item pickup notice and upates it with the amount collected if multiple resources are picked up quickly (should improve performance when using rapid collection tools like the jackhammer)
2 Years Ago
Increase max ESP player info budget time to 5ms
2 Years Ago
Made a new Radio tester editor window (Window>Tools>Radio Tester) that can check all included radio station URL's with a single command
2 Years Ago
MeshCull components now get culled correctly when inside of a HLOD volume
2 Years Ago
Fix some cases of occludee shadows remaining enabled after HLOD has beocme active
2 Years Ago
Fixes
2 Years Ago
Update MonumentBenchmark with just the three testing monuments
2 Years Ago
Merge from main
2 Years Ago
Build fix
2 Years Ago
Cleanup
2 Years Ago
Code review: ApplyBoundsChecks now takes an additional LayerMask that will get rejected regardless of whether it has a SpawnableBoundsBlocker, use this to remove a bounds check in SpawnHandler.Spawn
2 Years Ago
Code review: don't repeat physics checks for each BoundsCheck component on an entity
2 Years Ago
Merge from main
2 Years Ago
Fixed GameTips error if a player who has never used voice chat walked close to an NPC
2 Years Ago
FIxed build/client/server errors Better selection of meshes to bake when a renderer has a mesh in each state (ie. permanently visible) Cull some debris in gas station Add a root HLOD to gas station and large oil for testing Disable flare renderers if their intensity is at 0
2 Years Ago
Added an option to automatically assign a root HLOD to S2P, good for smaller monuments that can easily bake down into a single mesh (supermarket, gas station, warehouse, etc) S2P now updates and bakes all child HLODs when building prefabs (for when we want to break a monument into multiple HLODs)
2 Years Ago
Fixed tea vitals not sized correctly
2 Years Ago
Fixed offset prefab causing offset baked proxy meshes First pass on a HLODBounds component that grabs all renderers in it's bounds and creates a dedicated HLOD mesh
2 Years Ago
Added a Create Proxy Mesh button on the S2P component to quickly test what the baked down mesh looks like without runnig the full S2P Added SceneToPrefabTag that can allow for forced inclusion/exclusion of renderes, as well as simplifying material arrays to exclude sub meshes
2 Years Ago
Only hide/show LOD components, not the full hierarchy (this will keep collisions intact)
2 Years Ago
Add graphics.StaticTileMonumentLod to toggle the new behaviour for performance comparison
2 Years Ago
Add LODMasterMesh component that enables a single mesh for a monument and disables all child renderers at a given distance Leave the core monument untouched and bypass the ECS rendering/loading process
2 Years Ago
Fixed offset prefab causing offset baked proxy meshes
2 Years Ago
Fix handheld boom box not working (broken in 73143)