128,873 Commits over 4,201 Days - 1.28cph!

10 Days Ago
Merge from boat_building
10 Days Ago
Merge from part_caching
10 Days Ago
Fixed barge surfaces not being picked up by HLOD (except casino). Rebaked HLOD in floating city 1 and 3.
10 Days Ago
Switch more stuff to using cached parts
10 Days Ago
Merge from parent
10 Days Ago
Re-add hull flag, set on hull blocks.
10 Days Ago
10 Days Ago
Added CachedBoatParts<T> Cache lists of blocks, anchors, sails for now.
10 Days Ago
Merge from main
10 Days Ago
Casino barge decks
10 Days Ago
added an elevator shaft to the casino roof in FC4
10 Days Ago
standalone underground elevator lift shaft prefabs, models and baked LODs - to be used as a static elevator in monuments
10 Days Ago
raised security tower cover
10 Days Ago
level submit
10 Days Ago
Codegen
10 Days Ago
removed Deferred Mesh Decal script from mesh object parent
10 Days Ago
removed double LODing method on prefab causing errors
10 Days Ago
supply signs lods, collision
10 Days Ago
Casino LOD/COL/Prefab progress
10 Days Ago
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10 Days Ago
HLOD and s2p for floating city 3
10 Days Ago
Merge from main
10 Days Ago
Compile fix
10 Days Ago
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10 Days Ago
merge from contactsmenu_fix
10 Days Ago
merge from menu_workshop_fix
10 Days Ago
merge from steaminventory_warmup_fix
10 Days Ago
merge from store_nre_fix
10 Days Ago
merge from premium_text_fix
10 Days Ago
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10 Days Ago
merge from wirecolor_nre_fix
10 Days Ago
Clean: leaving a TODO note for one I return to this
10 Days Ago
Fix not being able to place barricades on icebergs, icesheets, shore ice when close to a monument
10 Days Ago
Clamp displacement radius, fix seemingly bugged alpha blend mode, bring back displacement decay using DstColor multiply
10 Days Ago
made queue barriers R/W for batching
10 Days Ago
tweaks to fluorescent lights type e prefabs drawing distances, added a culling distance as they drew forever
10 Days Ago
New chainlink monument door (npc only and player compatible) Add placeholder conversation for farm access, charges scrap for now (temp) When a door is opened by an NPC in a conversation it will then be closed after 5s
10 Days Ago
Fixed prevent building volumes on static minecart and railroad planter Removed sockets from new static seating entities
10 Days Ago
Fix DeferredDecal component not being stripped from server entities
11 Days Ago
Refactor copypaste into multiple methods to try and figure out why certain foundations and walls are missing from pastes - unsure if it's a problem with copying or pasting so starting with pasting - move RemoveOpthanedChildren() above when we start to spawn entities - try to spawn entities in multiple passes to ensure parents are all spawned before children - add more logging
11 Days Ago
Switch certain dynamic occlusion entities to static occludees when we know they can't move - convar `dynamic_occlusion_pausing` (0 = off, 1 = codelocks + industrial adapters on boxes, 2 = codelocks on doors) - currently (and by default) every entity is considered dynamic if parented - now certain entities can indicate if they are static (like boxes) - converts codelocks to dynamic while the door is opening, converts back to static once finished - will check all parents so a box parented to a tugboat will still be considered dynamic since it will find the tugboat as root parent - reduces dynamic ocludee count by 80% (417->74) on a sample base (converts nearly all codelocks and industrial adapters) - refresh entity dynamic status when running `refresh_renderers`
11 Days Ago
11 Days Ago
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11 Days Ago
Make dynamicOccludees list public so it works with the command
11 Days Ago
Set industrial adapter to not be dynamic - still gets set to dynamic at all times since it's always spawned parented to an entity
11 Days Ago
Add `print_occlusion` command to print the amount of dynamic ocludees
11 Days Ago
merge from fix_puzzle_reset_analytics_nre
11 Days Ago
Fix NRE in puzzle reset analytics when SpawnGroup referenced is destroyed
11 Days Ago
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