137,248 Commits over 4,474 Days - 1.28cph!

25 Minutes Ago
Also fix MeshLOD spamming errors when first adding the component
33 Minutes Ago
Implement arted up variant of powerplant fuse box - Fuses visible in fusebox according to which slot they are placed in - Use gib for popping out spent fuses - Add custom loot panel for the powerplant fuse boxes - Move powerplant fuse condition loss to a convar Also: - Fix all invalid slots being visible for a frame when opening a loot panel with 'hideInvalidIcons' enabled - Fix loot panels reverting to the quick craft panel when closing the entire panel
41 Minutes Ago
Consistent icon sizing for animation buttons
54 Minutes Ago
Camera scroll zoom shift tooltip
55 Minutes Ago
Update(editor): occlusion hiz overlay - "auto-expose" depth overlay Original implementation made it very difficult to discern anything in enclosed spaces Tests: used it in apartments
59 Minutes Ago
Port ONLY the shader changes over from /main/.../std_shader_compat in order to make the standard shader compatible with the SRP batcher. This will cause conflicts. If you run into that, than know that this branch is the source of truth. This branch should stomp whatever was under /main/indirect_instancing.
1 Hour Ago
More reliable skin icon downloading. Skin menu styling fixes. Flash skin title text red/yellow during skin download for user feedback
1 Hour Ago
Update blast door blocker to use RendererLOD
1 Hour Ago
Fixed streetlight volumetrics hue not propagating. Pop fix. S2P.
1 Hour Ago
Added sounds to charm equip/unequip and code tweaks
1 Hour Ago
Merge from MonumentBlockers2
1 Hour Ago
Filter skins by name
1 Hour Ago
blast door blocker added
1 Hour Ago
WIP stacked tables/desks monument blocker
1 Hour Ago
Occlusion tweaks & shadow priority improvements. Removed distance flares from basement assets. S2P
2 Hours Ago
Bigger button style in scroll views
2 Hours Ago
Final light tweaks & polish fixes. S2P.
2 Hours Ago
Workshop skins now loading correctly with their icon
3 Hours Ago
Market lighting tweaks for the changed layout.
3 Hours Ago
Update(editor): use same color for lod level of occludee when rendering ss bounds - also added memoization of lod level Tests: none, trivial change
3 Hours Ago
Fixed RidableHorse ProtectionProperties leak
3 Hours Ago
Update(editor): use different colors for visualizing occluidee screen-space bounds Red for dynamics, cyan for statics, purple for grid Tests: visualized swing - saw all 3 colors
3 Hours Ago
Prefab cleanup.
3 Hours Ago
Bugfix(editor): fix dynamic occludees rendering sphere in LS, instead of WS - use cached location to help detect slow updates to dynamic occludees Tests: visualized bounds of swing seats - they're no longer at origin
3 Hours Ago
Fixed some conduits that didn't line up to light fixtures anymore.
3 Hours Ago
More lighting polish.
4 Hours Ago
Merge: from main
4 Hours Ago
Button style changes
4 Hours Ago
Piano v4 animation updates
4 Hours Ago
Lighting prefab improvements.
5 Hours Ago
merge from main
5 Hours Ago
Fix items being movable into the vending machine inventory of the rentable shop while the purchase menu is open
5 Hours Ago
Fix demo comptabaility layer bricking some up to date demos - use correct asset scenes rather than file bundles for HasAsset check
6 Hours Ago
scene update
6 Hours Ago
- Added overlays to scene and Overlay cycle and hide script, set up cycle button - new composition button now cycles through intial set of options
Today
Remerge of before due to submit race
Today
Merge: from renderbatch_meshlod_improv - Update: reimplementation of previous bugfix to be cheaper Tests: pasted a boat, flew out and back - props were there
Today
bear desc update
Today
Optim: simplify prev bugfix, don't early initialize LOD managers Tests: pasted a boat, flew out and back - props were there
Today
Bugfix: from renderbatch_meshlod_improv - Bugfix for disappearing props on boats Tests: paste a boat, flew out of range and back - all props present
Today
Bugfix: fix initialization race of LODComponent on whether it's dynamic or not - Now both ToggleDynamic and OnEnable can initialize managers+occlusion When loading from network snapshot, it was toggling dynamic state before it initialized managers, leaving it in a half-dynamic, half-static state Tests: spawned a copy paste boat, all entities were present. Flew out of net range and back - all's there
Today
removed charity_plushie_05 and rebuilt skins list - ready to be merged to main
Today
Bunch of cleanup and refactor iterating,
Today
merge from storepage_glowingwallpaper
Today
Updated all media with individual shots for each wallpaper
Today
Merge: from main
Today
Convert the various tools made last week into a new unified SceneChecker window Scans the scene once, runs everything though a selection of SceneCheck classes Can add new checks by just deriving from SceneCheck, will automatically get picked up Can filter each check in the window with a number beside the filter to see Added a check to find RendererLODs that can be converted to MeshLODs
Today
Added a visible number to rentable shops to align with computer terminal
Today
Push missing function
Today
cache bounds, still kinda slow