140,271 Commits over 4,505 Days - 1.30cph!

11 Months Ago
missing file
11 Months Ago
Clean: rename AnalyticsUploader -> AnalyticsManager Disambiguates from the internal IUploader Tests: compiles in editor
11 Months Ago
Fixed workshop tab background disappearing when pressing escape while in the workshop scene
11 Months Ago
WIP submit of floating city variant 3
11 Months Ago
tweaks to mannequin draw distances via lodgroup
11 Months Ago
Added a loading on the steam inv crate buttons for when you open the menu before it finished warming up Tweaked the budget
11 Months Ago
draw distance tweaks to legs and barges, was displaying baked lod a little early layer change on barge ground surfaces >world
11 Months Ago
Bugfix: apply separator in json-lists aggregation correctly Tests: used accumulator logging to see what is being fed
11 Months Ago
setup culling volumes for oilrig legs tops props and bottom floating debris
11 Months Ago
Update: Accumulators can now log what they're being fed This revealed a bug with json concatenation, should be a quick fix Tests: ran unit tests
11 Months Ago
Removed tarp from plywood_e and added a plywood_f prefab
11 Months Ago
Post merge compile fix
11 Months Ago
Added streaming controller component to the skin viewer camera, fixes blurry textures
11 Months Ago
4k ramp textures
11 Months Ago
Merge from main
11 Months Ago
Merge: from server_occlusion_gen_reorder_narrowphase - Bugfix for ServerOcclusion potentially crashing during generation Tests: generated custom map that had a consistent crash and a default 4.5k procgen editor world
11 Months Ago
Bugfix: ServerOcclusion - don't schedule same SubGrid cells repeatedly for rock intersection It caused more work to be done(this saves ~13s), and in some cases even an out-of-bounds access crash. Tests: generated server occlusion cache for a 6k custom map that had a consistent crash, generated default editor 4.5k proc gen world
11 Months Ago
separate sizes, fixed scaling
11 Months Ago
Fix new notification sounds not responding to volume controls Remove command for debugging oil rig server reset, no longer needed
11 Months Ago
phrases
11 Months Ago
Merge: from main
11 Months Ago
Improvements to dialogue graph speech nodes, they now look nicer FIx for recent change to LocalizationTokenDrawer, label text should now being displayed correctly
11 Months Ago
Hacky single scene item render test. Will tidy it all up if it works.
11 Months Ago
invert assert condition
11 Months Ago
Canon animation pose updates to match ballista pose
11 Months Ago
Ramp, lods and gibs and textures
11 Months Ago
Updating 50 cal rig pivot points
11 Months Ago
replaced debug line with asserts
11 Months Ago
merge from deep sea
11 Months Ago
Merge from naval_update
11 Months Ago
Added plushies to the scene
11 Months Ago
Merge from naval_update/floating_cities
11 Months Ago
Reapply placeholder mission things to floating city, applied to Casino Barge prefab Run S2P
11 Months Ago
merge from main
11 Months Ago
Merge from main
11 Months Ago
supplies barge culling volumes for props
11 Months Ago
Anim updates and inital set up for blow pipe, boomerang and compass
11 Months Ago
fixed tarp material override order on security tower tarps
11 Months Ago
med bay barge culling volumes for props
11 Months Ago
removed unused scripts on hanging tarp prefabs
11 Months Ago
codegen for nightlight
11 Months Ago
merge from charityplushies_skinviewer
11 Months Ago
Fixed spray can reskin UI closing too early if the player was looking at a skinnable object above them Fixed spray can free spray clipping through some floor pieces on jungle foundations
11 Months Ago
Add `batch_industrial_pipes` convar to toggle the behavior - still need to call `refresh_renderers` to refresh them after changing behavior
11 Months Ago
Add support to override the max verticies per mesh for individual RendererBatch instead of changing global convar - increase from 1k -> 5k specifically for industrial pipes to capture more than the short stubby pipes - rest of the batching system stays the same - change original solution from adding RendererBatch at runtime to adding the RendererBatch to the PipeRenderer prefab and set it disabled since we can't set the override to 5000 before OnEnabled() is called - this causes every single prefab to be reimported but is safer than cranking global convar
11 Months Ago
Add industiral pipes to the batching system to reduce draw calls significantly when rendering industiral pipes
11 Months Ago
Progress
11 Months Ago
Topologies
11 Months Ago
Fix textures that are resized to the nearest NPOT by Unity on import being incorrectly flagged as "compression disabled" by the texture analyzer tool
11 Months Ago
Fix pool used for Vis.Entities() in AddNearbyTurrets() not returned to pool