128,942 Commits over 4,232 Days - 1.27cph!
    
    
    
        
            
            
            
                
                Fixed workshop tab background disappearing when pressing escape while in the workshop scene
 
                
                
                
                
                
             
         
        
            
            
            
                
                WIP submit of floating city variant 3
 
                
                
                
                
                
             
         
        
            
            
            
                
                tweaks to mannequin draw distances via lodgroup
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added a loading on the steam inv crate buttons for when you open the menu before it finished warming up
Tweaked the budget
 
                
                
                
                
                
             
         
        
            
            
            
                
                draw distance tweaks to legs and barges, was displaying baked lod a little early
layer change on barge ground surfaces >world
 
                
                
                
                
                
             
         
        
            
            
            
                
                Bugfix: apply separator in json-lists aggregation correctly
Tests: used accumulator logging to see what is being fed
 
                
                
                
                
                
             
         
        
            
            
            
                
                setup culling volumes for oilrig legs tops props and bottom floating debris
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: Accumulators can now log what they're being fed
This revealed a bug with json concatenation, should be a quick fix
Tests: ran unit tests
 
                
                
                
                
                
             
         
        
            
            
            
                
                Removed tarp from plywood_e and added a plywood_f prefab
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Added streaming controller component to the skin viewer camera, fixes blurry textures
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Merge: from server_occlusion_gen_reorder_narrowphase
- Bugfix for ServerOcclusion potentially crashing during generation
Tests: generated custom map that had a consistent crash and a default 4.5k procgen editor world
 
                
                
                
                
                
             
         
        
            
            
            
                
                Bugfix: ServerOcclusion - don't schedule same SubGrid cells repeatedly for rock intersection
It caused more work to be done(this saves ~13s), and in some cases even an out-of-bounds access crash.
Tests: generated server occlusion cache for a 6k custom map that had a consistent crash, generated default editor 4.5k proc gen world
 
                
                
                
                
                
             
         
        
            
            
            
                
                separate sizes, fixed scaling
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix new notification sounds not responding to volume controls
Remove command for debugging oil rig server reset, no longer needed
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Improvements to dialogue graph speech nodes, they now look nicer
FIx for recent change to LocalizationTokenDrawer, label text should now being displayed correctly
 
                
                
                
                
                
             
         
        
            
            
            
                
                Hacky single scene item render test. Will tidy it all up if it works.
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Canon animation pose updates to match ballista pose
 
                
                
                
                
                
             
         
        
            
            
            
                
                Ramp, lods and gibs and textures
 
                
                
                
                
                
             
         
        
            
            
            
                
                Updating 50 cal rig pivot points
 
                
                
                
                
                
             
         
        
            
            
            
                
                replaced debug line with asserts
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Added plushies to the scene
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from naval_update/floating_cities
 
                
                
                
                
                
             
         
        
            
            
            
                
                Reapply placeholder mission things to floating city, applied to Casino Barge prefab
Run S2P
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                supplies barge culling volumes for props
 
                
                
                
                
                
             
         
        
            
            
            
                
                Anim updates and inital set up for blow pipe, boomerang and compass
 
                
                
                
                
                
             
         
        
            
            
            
                
                fixed tarp material override order on security tower tarps
 
                
                
                
                
                
             
         
        
            
            
            
                
                med bay barge culling volumes for props
 
                
                
                
                
                
             
         
        
            
            
            
                
                removed unused scripts on hanging tarp prefabs
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                merge from charityplushies_skinviewer
 
                
                
                
                
                
             
         
        
            
            
            
                
                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
 
                
                
                
                
                
             
         
        
            
            
            
                
                Add `batch_industrial_pipes` convar to toggle the behavior
- still need to call `refresh_renderers` to refresh them after changing behavior
 
                
                
                
                
                
             
         
        
            
            
            
                
                Add support to override the max verticies per mesh for individual RendererBatch instead of changing global convar
- increase from 1k -> 5k specifically for industrial pipes to capture more than the short stubby pipes
- rest of the batching system stays the same
- change original solution from adding RendererBatch at runtime to adding the RendererBatch to the PipeRenderer prefab and set it disabled since we can't set the override to 5000 before OnEnabled() is called
- this causes every single prefab to be reimported but is safer than cranking global convar
 
                
                
                
                
                
             
         
        
            
            
            
                
                Add industiral pipes to the batching system to reduce draw calls significantly when rendering industiral pipes
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Fix textures that are resized to the nearest NPOT by Unity on import being incorrectly flagged as "compression disabled" by the texture analyzer tool
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix pool used for Vis.Entities() in AddNearbyTurrets() not returned to pool
 
                
                
                
                
                
             
         
        
            
            
            
                
                cinematic_play will now fallback to the standard gestures if provided a gesture string that isn't in the cinematic list
 
                
                
                
                
                
             
         
        
            
            
            
                
                Working rear turret. Aiming is still ugly
Ensure roll values are removed by projecting our rotation onto fixed axes (not transform axes)
Manifest