141,328 Commits over 4,505 Days - 1.31cph!

Today
Update: submitting the results of script run Tests: none
Today
Update libraries
Today
Update(editor): automate copying of original resource to DynamicResourceRef - change DynamicResourceRef to be a class type (reflection modification on values is quite a bit oh hassle). Will try to fix later if I got time Tests: ran the new script, checked the modified prefabs
Today
Path following optimizations (around double perf), also a bunch of instrumentation and a benchmark setup: - only string pull the beginning of the path, we will string pull again eventually so not need to run the algo for the whole path (steering agents only) - only re-string pull the current path if we moved past a threshold or passed a path corner, not every frame (steering agents only) - when chasing a moving target, instead of recalculating a new path, try to extend the previous path a bit instead to save time - use unity transform SetPositionAndRotation instead of setting both independantly - fuse some native method calls, so that we only call one method and skip the interop cost for the other call - do not check corridor validity if no tile has changed since pathing
Today
Update: Add DynamicResourceRef to UI_StoreTakeover - amend prop drawer to invoke the right prop Tests: none
Today
fix animations of frogs not playing, skating sideways, and movement speed issues
Today
merge from main -> fix_hotbar_swap_overstack
Today
Fix hotbar swapping not working with overstacks - move the RPC completely serverside so it can swap overstacks (thinking was we didn't need a network++ originally if we kept it clientside but forgot swapping overstacks is awkward) - keep existing admin checks
Today
optimised props ao textures as it was the same issue with 227 of them, most carrying sources far bigger than they ship at and storing a single channel as rgb. resized to existing max cap 110 files rgb -> 8-bit grey 183 files halved 2k -> 1k 24 files 146.3 MB -> 96.3 MB vram
Today
merge from main -> base_occlusion
Today
Small buffs for unused pies, doubled the bonus duration for: bigcat, hunters, pork (900→1800), fish (600→1200), chicken (300→600) Hunters pie bleed reduction up to 90% from 75%
Today
optimised deployable ao textures where applicable. 245 of them, most carrying sources far bigger than they ship at and storing a single channel as rgb. resized to existing cap 126 files rgb -> 8-bit grey 148 files halved 2k -> 1k 47 files 186.6 MB -> 92.6 MB vram ao is sampled from the green channel so rgb storage was never doing anything.
Today
Refactor and cleanup of code
Yesterday
Clean: remove PathProxyFor - update StoreBundleTool to work with DynamicResourceRef Tests: none, not in use yet
Yesterday
hab armour split off into chunks so they can break off individually. when all chunks are gone, it leaves the frame of the armour. re-exported hab armour and added armour chunks.
Yesterday
Merge from sam_vs_drone
Yesterday
optimised weapon ao textures. 68 were oversized on disk and nearly all were storing a single channel as rgb. no weapons ships above 1024 now. max size 2048 -> 1024 (52 files) on disk 4096/2048 -> 1024/512/256 (68 files) bit depth rgb -> 8-bit grey (58 files) vram 114.8 MB -> 28.6 MB ao convention on weapons is half the albedo, so 1024 against the usual 2048 albedo. 80 already did this, we were just inconsistent about it. we could half again on a per asset basis depending on size of object.
Yesterday
Update: Add DynamicResourceRef<T> to replace PathProxyForAttrib Allows us to both automate more of the dynamic bundle assignment as well as help with future merge conflict resolution Tests: added it to UI_StoreTakeover and it's drawer
Yesterday
Glass AR - texture, material, naming updates, experimental SSS shader
Yesterday
Add tunble drone detonate distance convar.
Yesterday
possible NRE fix for mannequins
Yesterday
optimised darts textures and max sizes. we were shipping the radiation dart at 4k on all textures. RadiationDart_AO 4096 -> 512 RadiationDart_bc 4096 -> 1024 RadiationDart_mg 4096 -> 1024 RadiationDart_nrm 4096 -> 1024 42.7 MB → 2.17 MB VRAM looking at other textures that are unnecessarily big too to optimise where applicable.
Yesterday
Fix prevent building volumes being baked into the navmesh instead of ignored
Yesterday
Medkit now gives -20 radiation, same as two individual syringes Boat Planner tech tree cost down from 120 to 30 Longsword swing radius 0.3 > 0.4, swing delay 2 > 1.5. Slightly more accurate swings and less time between swings.
Yesterday
merge from vehicle_pooling
Yesterday
Add a "restoreHierarchy" field to poolables, flip it only on vehicles to minimize the amount of affected features by vehicle pooling - fixes UI pooling issues.
Yesterday
Codegen
Yesterday
Merge from render_pipeline_testing
Yesterday
Merge from main
Yesterday
animation imports + keyframe curve editor
Yesterday
Deleted old prefab location
Yesterday
Ladder collision and LOD setup
Yesterday
Merge from main
Yesterday
Merge from hackweek_random_skin_crafting
Yesterday
GC optim
Yesterday
Bugfix(editor): fix store prop drawer failing to draw - added a fallback path for original image property Cuased by missing path proxy field that I ripped out during merge Tests: inspected JungleShowcase ui prefab
Yesterday
Merge from main
Yesterday
Yesterday
Adjusted frame for triangle top tier hatch
Yesterday
Fixed an issue where the Deferred+ lighting toggle wasn't been set currently when entering playmode due to the way we copy the pipeline asset
Yesterday
Buildfix: fix merge issues Tests: editor opens
Yesterday
Merge: from main
Yesterday
Merge: from hackweek_unsafescriptingaccess - Bugfix for exception on boot for missing DLL entrypoint Tests: booted into craggy on windows
Yesterday
Bugfix: grab latest binaries for Rust.Native One of them was stale, breaking the feature Tests: booted into craggy on windows - no more exception
Yesterday
Arrow Revamp Icon fixes
Yesterday
Enabled Deferred+ by default and fixed he BillboardLight-RRP.cginc file to be compatible with the new Deferred+ code
Yesterday
Merge: from main
Yesterday
Merge from main
Yesterday
Added changes that should have been checked out with the last commit
Yesterday
Added support for Deferred+ lighting