158,197 Commits over 4,566 Days - 1.44cph!

1 Year Ago
Add `skinned_placeholder` convar to control if sprinklers will use static placeholders or not - default enabled - refresh_renderers will update placeholders if convar is changed
1 Year Ago
Fix compile errors
1 Year Ago
Update: convert error logs to error-once logs The current changes mitigate the problem, which will allow peeps to play longer while we chase up what's going wrong. Tests: none, trivial change
1 Year Ago
Update: adding more logging in an attempt to catch baseplayer NREs Tests: 2p local session with spectating, disconnects
1 Year Ago
Merge from boat_building
1 Year Ago
Cannons can only be mounted on finished boats. Call base mount showif checks. Refactor BallistaGun Menu_Mount_ShowIf so cannon can call base checks without the ballista specific checks.
1 Year Ago
RPG7 - Added baked viewmodel
1 Year Ago
Set dressing polish and some boosted bounce lighting in floating city 3
1 Year Ago
Added boat building station deployment guide prefab with latest artwork
1 Year Ago
Merge from boat_building
1 Year Ago
Merge from part_caching
1 Year Ago
Fixed barge surfaces not being picked up by HLOD (except casino). Rebaked HLOD in floating city 1 and 3.
1 Year Ago
Switch more stuff to using cached parts
1 Year Ago
Merge from parent
1 Year Ago
Re-add hull flag, set on hull blocks.
1 Year Ago
1 Year Ago
Added CachedBoatParts<T> Cache lists of blocks, anchors, sails for now.
1 Year Ago
Merge from main
1 Year Ago
Casino barge decks
1 Year Ago
added an elevator shaft to the casino roof in FC4
1 Year Ago
standalone underground elevator lift shaft prefabs, models and baked LODs - to be used as a static elevator in monuments
1 Year Ago
raised security tower cover
1 Year Ago
level submit
1 Year Ago
Codegen
1 Year Ago
removed Deferred Mesh Decal script from mesh object parent
1 Year Ago
removed double LODing method on prefab causing errors
1 Year Ago
supply signs lods, collision
1 Year Ago
Casino LOD/COL/Prefab progress
1 Year Ago
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1 Year Ago
HLOD and s2p for floating city 3
1 Year Ago
Merge from main
1 Year Ago
Compile fix
1 Year Ago
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1 Year Ago
merge from contactsmenu_fix
1 Year Ago
merge from menu_workshop_fix
1 Year Ago
merge from steaminventory_warmup_fix
1 Year Ago
merge from store_nre_fix
1 Year Ago
merge from premium_text_fix
1 Year Ago
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1 Year Ago
merge from wirecolor_nre_fix
1 Year Ago
Clean: leaving a TODO note for one I return to this
1 Year Ago
Fix not being able to place barricades on icebergs, icesheets, shore ice when close to a monument
1 Year Ago
Clamp displacement radius, fix seemingly bugged alpha blend mode, bring back displacement decay using DstColor multiply
1 Year Ago
made queue barriers R/W for batching
1 Year Ago
tweaks to fluorescent lights type e prefabs drawing distances, added a culling distance as they drew forever
1 Year 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
1 Year Ago
Fixed prevent building volumes on static minecart and railroad planter Removed sockets from new static seating entities
1 Year Ago
Fix DeferredDecal component not being stripped from server entities
1 Year 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
1 Year 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`