115,948 Commits over 3,959 Days - 1.22cph!
updated rowboat model
launched rockets now properly inherit velocity and relative origin position
Added .vscode to ignore conf
Fixed a few shader compilation issues on Metal
[D11] frontend/bootstrap integration WIP. Discovered some hidden dependencies. Generate slightly faster bootstrap if you don't want the intro sequence (only saves a couple of seconds at the moment though since it's working quite well in "parallel" with the splash screens), fix some issues where code wasn't yielding enough to give good parallelism between loading and frontend. Gets into the FE pretty quickly now on a package build, but the warmup continues behind the scenes so will need to check Bootstrap.completed at some point before trying to connect to a server, hopefully the player won't be quick enough, plus other work should further reduce the warmup bundle size.
Fixed water reflections on macOS/Metal
Enabled occlusion culling in macOS/Metal
Enabled impostor rendering in macOS/Metal
Fixed Scarecrow not re-equipping Sickle after throwing a beancan.
Tweaked Scarecrow take-damage modifiers.
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cargo ship style 2 end - prefab organizing, lighting pass
Fixed camera depth texture issues affecting water on macOS/metal
Fix for multi-scene setup mismatched lighting warnings (only relevant scenes; lighting settings only)
Optimized all swamp tree impostor meshes
Optimized all oak tree impostor meshes
Optimized all douglas fir tree impostor meshes
Optimized all willow and spice bush impostor meshes
Optimized all birch tree impostor meshes
Optimized all american beech tree impostor meshes
Custom impostor mesh warning fix
Exclusive Fullscreen default (test)
Optimized all pine tree impostor meshes
Added custom mesh toggle to impostor component
Enabled mipmap generation by default
Added messages/warnings with generated mesh info
Added support for custom/tight impostor meshes
[D11] More audio sound asset optimisation progress.
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[D11][UI] Crafting Queue is now acceasble and queued items can be canceled
[D11] frontend/bootstrap integration WIP. Further split down the actual bootstrap. More work on the optimizer; gave up on heuristics and the exhaustive search is too big (like factorial(50)), so it just simulates a reasonably large number stochastic timelines and picks the one which completes in the shortest possible time.
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[D11][UI] First pass of note panel
[D11] Add the PS4 Common Dialog plugin before I forget
bulkframe files and prefabs + texture variants
[D11] Fixed class name for serialization
[D11][UI] Missed added file
[D11][UI] Highlighted equipment will now display changes to values