reporust_rebootcancel

140,200 Commits over 4,536 Days - 1.29cph!

4 Days Ago
More player boat building fixes to not assume oceanlevel is at 0 Fix hull placement, boat creation, deployable height limit
4 Days Ago
cherry picking from wooden box storage optimsation
4 Days Ago
cherry pick from bed optimisations
4 Days Ago
cherry pick from large wooden box
4 Days Ago
cherry pick from mixtable prt2
4 Days Ago
chery picking from mixing table optimsations
4 Days Ago
cherry picking from small stash improvements
4 Days Ago
cherry picking from gutter opts
4 Days Ago
cherry picking from binbag_pile and card table optimisations
4 Days Ago
merge from glass_ar
4 Days Ago
Phrase update
4 Days Ago
Crystal AR - added charm support, small gloss tweaks
4 Days Ago
Adding sea turtle rig
4 Days Ago
Change BlurOptimized downsample param to nointerp and replace BlitPass with raster pass
5 Days Ago
Merge from main
5 Days Ago
Merge from statesync_event_fix
5 Days Ago
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
5 Days Ago
Set up glass mag drop (using mesh renderer instead of particle system)
5 Days Ago
Manifest
5 Days Ago
Codegen, compile fixes
5 Days Ago
Merge from main (will need codegen)
5 Days Ago
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
5 Days Ago
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
5 Days Ago
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.
5 Days Ago
Merge from main
5 Days Ago
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
5 Days Ago
update from main
5 Days Ago
update from main
5 Days Ago
RidableHorse.prefab
5 Days Ago
merge from fix_masterkey_swipe -> main
5 Days Ago
Add tests to prove the swiping is correct
5 Days Ago
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
5 Days Ago
russian roulette; - updated prefab - updated textures wip
5 Days Ago
Crystal AR store page wip
5 Days Ago
Wood armor gloves placeholder skin viewer mesh
5 Days Ago
Added wooden armor parts and crystal AR to the skin viewer
5 Days Ago
merge from maintainables_fixes
5 Days Ago
remove extra debug log
5 Days Ago
merge from editor_save_toolbar -> main
5 Days Ago
merge from skinviewer_cubemap_fix
5 Days Ago
merge from main -> editor_save_toolbar
5 Days Ago
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
5 Days Ago
Fixed cubemap not working for viewmodels in the skin viewer unless you connected to a server
5 Days Ago
merge from qol_compost_ui -> main
5 Days Ago
Codegen
5 Days Ago
Optim: consolidate bundle un-/sub to store opening closing - force reload the active tab when opening store page Lets us unload resources while being ingame. Saves us 380MB in textures Tests: both backends in editor, took snapshots in standalone client. Noticed reopening shop now has borked images in standalone >.>
5 Days Ago
merge from main -> qol_compost_ui
5 Days Ago
added more calf texture and material variants and an extra cow variant.
5 Days Ago
Bugfix: make sure grids of general store tab get notified about closure Avoids growing asset bundle ref count Tests: navigated through abunch of menus, no errors
5 Days Ago
Updating izi world model rig