127,508 Commits over 4,201 Days - 1.26cph!
Clean: rename AnalyticsUploader -> AnalyticsManager
Disambiguates from the internal IUploader
Tests: compiles in editor
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Fixed workshop tab background disappearing when pressing escape while in the workshop scene
WIP submit of floating city variant 3
tweaks to mannequin draw distances via lodgroup
Added a loading on the steam inv crate buttons for when you open the menu before it finished warming up
Tweaked the budget
draw distance tweaks to legs and barges, was displaying baked lod a little early
layer change on barge ground surfaces >world
Bugfix: apply separator in json-lists aggregation correctly
Tests: used accumulator logging to see what is being fed
setup culling volumes for oilrig legs tops props and bottom floating debris
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
Removed tarp from plywood_e and added a plywood_f prefab
Added streaming controller component to the skin viewer camera, fixes blurry textures
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
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
separate sizes, fixed scaling
Fix new notification sounds not responding to volume controls
Remove command for debugging oil rig server reset, no longer needed
Improvements to dialogue graph speech nodes, they now look nicer
FIx for recent change to LocalizationTokenDrawer, label text should now being displayed correctly
Hacky single scene item render test. Will tidy it all up if it works.
Canon animation pose updates to match ballista pose
Ramp, lods and gibs and textures
Updating 50 cal rig pivot points
replaced debug line with asserts
Added plushies to the scene
Merge from naval_update/floating_cities
Reapply placeholder mission things to floating city, applied to Casino Barge prefab
Run S2P
supplies barge culling volumes for props
Anim updates and inital set up for blow pipe, boomerang and compass
fixed tarp material override order on security tower tarps
med bay barge culling volumes for props
removed unused scripts on hanging tarp prefabs
merge from charityplushies_skinviewer
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
Add `batch_industrial_pipes` convar to toggle the behavior
- still need to call `refresh_renderers` to refresh them after changing behavior
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
Add industiral pipes to the batching system to reduce draw calls significantly when rendering industiral pipes
Fix textures that are resized to the nearest NPOT by Unity on import being incorrectly flagged as "compression disabled" by the texture analyzer tool