127,120 Commits over 4,201 Days - 1.26cph!
setup 3p player update minicrossbow animations
rotated cannon and removed lod setup on the prefab for now.
Removing split cannon fbx(subbed to wrong branch)
cleaned up some dead code in playerboat controls
Apply blurring over the whole context space to try and prevent oscillations between very similar states
Use scoring for picking context directions rather than lowest danger weighting
Convert stairs to BoatBuildingBlock to fix them not parenting to the boat
merge from bed_skinviewer
merge queryvisoptimization_bugs to main
Fix threading issues with removing transforms from query vis, clean up null transform access array entries for pending removals.
Update: StoreTakeoverPath - generalize DrawSpritePathField into DrawPathProxyField<T>
- fixed DrawSpriteField not matching how it used to be
Need to extract it from StoraTakeoverDrawer as it'll be useful in other places, will do that next
Tests: visualized takeovers in editor. Prefab picker is empty (shame) but drag-and-drop works
Rest of the misc packs atlases
More pack atlases, cleanup
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Adding separated cannon fbxs
Update: StoreTakeoverDrawer - path proxy drawer now draws like a sprite field
- fixed drawer using wrong fields for icons
Tests: tested on cached Path override, clicked to get a cprite picker, drag and dropped - all work
merge from workshop_scene_improvements -> main
rpg incendiary ammunition adjusted lods
food barge set dressing cleanup (floating and colliding objects), reduced size of ladder volumes
halloween wallpaper icons, added to skin files, split out wallpaper_iconrender prefab to walls, ceiling and floor so we can preserve render camera transform properties per type
fix toggles code after component update
- Recalculating mesh batch uv distribution metrics when batches are updated.
- Testing texture memory budget being set to 64GB and discarding always enabled.
Merge from naval_missions
Prevent boats from jiggling once they reach their target position
Codegen
Building skins and hazmats atlas variants
fix serialized fields being inside compiler define
Update: general cleanup and make StoreTakeoverDrawer draw original props
- StoreTakeoverDrawer used if-deffed-out blocks to be able to switch from Textures/Prefabs to paths to them
- removed Tile Override path, as it hasn't been implemented fully yet and has been silently failing this entire time
Managed to confirm that the data from Main got preserved, but I'll need to do a raw copy of prefabs with configs just to make sure nothing slipped through the cracks.
Tests: navigated to takeover configs and explored them
Merge: from main
Testing to see if I can upgrade data this way - that'll be next CL
Tests: compiles in editor
fixed shortcut around the farm fence, set dressing cleanup (floating and colliding objects)
Added boat door, setup as boat construction.
Manifest
merge from bed_improvements - beds are now community skinnable
Experimenting with atlas variants, so we can have a downsampled variant we can use for gallery miniature images instead of relying on mip maps
Disabled mip maps on all store atlases and assets