139,148 Commits over 4,474 Days - 1.30cph!

2 Months Ago
Rename CreatePathMeshJob -> PathMeshTemplate to make it clearer
2 Months Ago
Defer the integration of the generated mesh by sending it to the load balance - it would be quick but Unity doesn't letting us assign the UV distribution float manually from C# so we have to call mesh.RecalculateUVDistributionMetrics() on main thread which takes 0.8ms
2 Months Ago
Add `printrails` command to print all the railroad meshes currently active
2 Months Ago
Add profiling markers Destroy mesh instead of assigning to MeshLOD if the railroad LOD is hidden before the mesh generation request finishes
2 Months Ago
Fixed DDraw text spacing being affected by the predefined GUISkin font size (15 -> 5) https://files.facepunch.com/raul/1b2311b1/ddraw_text_spacing.png
2 Months Ago
Fixed DDraw text color grey tint https://files.facepunch.com/raul/1b2311b1/tint_fix.png
2 Months Ago
Fix broken collision + material on an excavator light S2P excav
2 Months Ago
PressButton merge, compile fix
2 Months Ago
merge from main
2 Months Ago
merge from main -> optimize_train_track_meshes
2 Months Ago
Fix CommentComponent being reserialized with different line breaks due to Unity clamping yaml string length in prefabs to 80 characters - normalize every line break to \n so it can't change when saved on different platforms - this fixes RidableHorse constantly wanting to be commited
2 Months Ago
More progress - generate meshes right away when running on server (so they can be assigned to colliders) while keeping it defered on the client so we only generated meshes when in LOD range - create PathMeshLOD which is MeshLOD + request mesh generation when the lowest LOD becomes visible & destroy when no LOD is visible - fix the "job" version creating a job per mesh segment instead of batching every 5 segments together - some more fixes with the mesh generation (stuff like handling both 16bit and 32bit indicies instead of assuming every mesh is <65k verts)
2 Months Ago
merge from main
2 Months Ago
Skin viewer ticks the viewmodel components so we can have the space lr300 ammo counter working, default ammo for rpg etc General store view fixes
2 Months Ago
Added arrow buttons to switch to the next item in the store from the skin viewer (limited tab only)
2 Months Ago
Industrial Torch - Updated textures (still wip lads)
2 Months Ago
merge from deformhair_enum_cleanup
2 Months Ago
updated hair sets
2 Months Ago
Updated deformhair value for all head wearables
2 Months Ago
don't treat wearable.deformhair as a bit flag
2 Months Ago
Add "rentallrooms" to see performance impact of fully loaded apartment monument
2 Months Ago
Can only ADS item allowing ADS
2 Months Ago
integrate animation subsystem with 3p animator controller and dartboard
2 Months Ago
Lets try fixing MacOS doing full rebuilds every time Fixed Lua state corruption Minor cleanups + whitespace cleanups Make loading screen dialog have static height again * Simpler, fixes a few issues, potentially helps that one guy who would "Style around the box" on their loading screen. Minor cleanups
2 Months Ago
Added mask conditional meshes to hair sets
2 Months Ago
Removed BoonieHat and MinersHat from DeformHair enum (both can use baseballcap) Added Mask option
2 Months Ago
Lower skinnable paths when we update them during manifest generation, otherwise they log warnings about being slow to spawn.
2 Months Ago
merge from main -> apartment_complex_monument
2 Months Ago
Glass AR - lowpoly model update, material tweaks
2 Months Ago
Attack anims only for melee items
2 Months Ago
Added a cubemap to the skin viewer (based on craggy). The skin viewer viewmodel camera uses that instead of the ingame cubemap, so it works in the menu and the ingame realtime cubemap isnt used It also fixes some issues with some world models using material needing a cubemap
2 Months Ago
NRE fixes when using viewmodels in the skin viewer
2 Months Ago
Fixed note loot panel not saving typed text
2 Months Ago
updating 3p jumping anims
2 Months Ago
Disabled motion blur post process in player preview
2 Months Ago
merge from main
2 Months Ago
merge from lod_baker
2 Months Ago
start on darts animation subsystem
2 Months Ago
Add ProjectileModPartVisibility component which can be attached to BaseProjectile entities, can specify which parts of the worldmodel and viewmodel should be visible/invisible depending on what mods are attached Setup for sight rail on M16A2
2 Months Ago
lod baker: write output textures as tga instead of png
2 Months Ago
More hair conditional meshes
2 Months Ago
Dont allocate a new hashset everytime we jump to a new point on the timeline
2 Months Ago
industrial large furnace - reverted to a single collision material
2 Months Ago
Stop every demo scrub from allocating a new BaseNetworkable list
2 Months Ago
UI tweaks, added examine keybind text
2 Months Ago
Bowless crossbow audio polishing and added sounds
2 Months Ago
removed the material properties
2 Months Ago
s2p on floating city scenes due to new mannequin changes
2 Months Ago
MeshPaintController uses Pointer instead of Mouse when reading input, so it works with both mouses and pens
2 Months Ago
Prefabbed up merged mannequin models, set up LODs and placeholder collision. Replaced old ones in Supplies Barge prefab.