reporust_rebootcancel

140,008 Commits over 4,505 Days - 1.29cph!

Today
Exclude composter from cooking tests
Today
Fixed the greyscale amount parameter and the color filter having the wrong color space when passed to the shader
Today
Fence Gate LODs and COL update
Today
Fixed bucket helmet clipping in the skin viewer
Today
Added wood armor gloves to the skin viewer
Today
merge from main
Added posed wood gloves for store page
Today
merge from ocean_sim_waterlevel_trace_fix
Today
More player boat building fixes to not assume oceanlevel is at 0 Fix hull placement, boat creation, deployable height limit
Today
cherry picking from wooden box storage optimsation
Today
cherry pick from bed optimisations
Today
cherry pick from large wooden box
Today
cherry pick from mixtable prt2
Today
chery picking from mixing table optimsations
Today
cherry picking from small stash improvements
Today
cherry picking from gutter opts
Today
cherry picking from binbag_pile and card table optimisations
Today
merge from glass_ar
Today
Phrase update
Today
Crystal AR - added charm support, small gloss tweaks
Today
Adding sea turtle rig
Today
Change BlurOptimized downsample param to nointerp and replace BlitPass with raster pass
Today
Merge from main
Today
Merge from statesync_event_fix
Today
Proper fix for events double firing when using the StateSync component When scrubbing an animation from normalized time 1 -> 0 Unity plays all events in reverse order :( We now suppress animatione vents for a frame any time we scrub the state backwards Removed the previous fix for this issue in DoEffect as now we've solved the root cause of the issue
Today
Set up glass mag drop (using mesh renderer instead of particle system)
Today
Manifest
Today
Codegen, compile fixes
Today
Merge from main (will need codegen)
Today
Gutter cornices: combined each into one MeshLOD renderers 30 > 3 LOD components 30 > 3 Parts cull at different distances (supports 15, caps 35, rail 75), so each state is a mesh of only what's still visible - 802/88/24 tris, matching the originals at every band. Still batches, all states under the vert cap. time for bed
Today
If a code lock has 2 or less authed users skip that lock when calculating the door tax Configurable by decay.upkeep_lock_min_users convar Attempting to exempt player run hotels from being overly taxed, may need to re-evaluate if abused
Today
Abyss barrels: combined the seaweed into one mesh per barrel Merged the seaweed clumps on both storage skins into a single mesh per LOD, driven by one MeshLOD (0/7, cull 15). seaweed clumps 107 > 2 meshes LOD components 109 > 4 renderers 115 > 10 prefab size 518kb > 121kb Geometry and collision unchanged. Wind is preserved.
Today
Merge from main
Today
optimized poker table variants: Merged every RendererLOD chain across the four static configs into one combined FBX each, driven by a single MeshLOD (1/10/25, cull 60). - RendererLOD chains: 34 > 4 MeshLOD - LOD components: 226 > 192 - renderers: 321 > 212 - GameObjects: 143 fewer - LOD0 submesh draws: 49 > 14 - prefab size : 508kb > 122kb Also cleared a dead LODGroup from _cardtable_base
Today
update from main
Today
update from main
Today
RidableHorse.prefab
Today
merge from fix_masterkey_swipe -> main
Yesterday
Add tests to prove the swiping is correct
Yesterday
Fix the master key getting stuck in the animation state if you left click with key, as it derives from the keycard but has no swipe animation
Yesterday
russian roulette; - updated prefab - updated textures wip
Yesterday
Crystal AR store page wip
Yesterday
Wood armor gloves placeholder skin viewer mesh
Yesterday
Added wooden armor parts and crystal AR to the skin viewer
Yesterday
merge from maintainables_fixes
Yesterday
remove extra debug log
Yesterday
merge from editor_save_toolbar -> main
Yesterday
merge from skinviewer_cubemap_fix
Yesterday
merge from main -> editor_save_toolbar
Yesterday
Refactored PlaceDecorRoadside to use Dithering and retry placement of pipes a configurable amount of times to get past the terrain checks blocking >80% of spawns - Dithering only moves away from roads, to make sure it doesnt re-try with one directly in the path Also fix PlaceWaterTreamentPipes to not use unnecessary statics