145,521 Commits over 4,413 Days - 1.37cph!

5 Hours Ago
Rename PathMeshLOD -> RailMeshLOD, less generic but much clearer what it does
5 Hours Ago
Fix the AddToHeightMap at the end of GenerateRailMeshes not having a collider available due to the client deferring the generation of meshes & therefore mesh colliders - still generate meshes for colliders right away on servers - generate the lowest LOD in the rare case that a client is generating a map (and not loading a cached map) - keep PathMeshLOD components disabled until procgen finishes to ensure they don't update LODs mid-map generation and start deleting the colliders
Today
Rename CreatePathMeshJob -> PathMeshTemplate to make it clearer
Today
Defer the integration of the generated mesh by sending it to the load balance - it would be quick but Unity doesn't letting us assign the UV distribution float manually from C# so we have to call mesh.RecalculateUVDistributionMetrics() on main thread which takes 0.8ms
Today
Add `printrails` command to print all the railroad meshes currently active
Today
Add profiling markers Destroy mesh instead of assigning to MeshLOD if the railroad LOD is hidden before the mesh generation request finishes
Today
Fixed DDraw text spacing being affected by the predefined GUISkin font size (15 -> 5) https://files.facepunch.com/raul/1b2311b1/ddraw_text_spacing.png
Today
Fixed DDraw text color grey tint https://files.facepunch.com/raul/1b2311b1/tint_fix.png
Yesterday
Fix broken collision + material on an excavator light S2P excav
Yesterday
PressButton merge, compile fix
Yesterday
merge from main
Yesterday
merge from main -> optimize_train_track_meshes
Yesterday
Fix CommentComponent being reserialized with different line breaks due to Unity clamping yaml string length in prefabs to 80 characters - normalize every line break to \n so it can't change when saved on different platforms - this fixes RidableHorse constantly wanting to be commited
Yesterday
More progress - generate meshes right away when running on server (so they can be assigned to colliders) while keeping it defered on the client so we only generated meshes when in LOD range - create PathMeshLOD which is MeshLOD + request mesh generation when the lowest LOD becomes visible & destroy when no LOD is visible - fix the "job" version creating a job per mesh segment instead of batching every 5 segments together - some more fixes with the mesh generation (stuff like handling both 16bit and 32bit indicies instead of assuming every mesh is <65k verts)
Yesterday
merge from main
Yesterday
Skin viewer ticks the viewmodel components so we can have the space lr300 ammo counter working, default ammo for rpg etc General store view fixes
Yesterday
Added arrow buttons to switch to the next item in the store from the skin viewer (limited tab only)
Yesterday
Industrial Torch - Updated textures (still wip lads)
Yesterday
merge from deformhair_enum_cleanup
Yesterday
updated hair sets
Yesterday
Updated deformhair value for all head wearables
Yesterday
don't treat wearable.deformhair as a bit flag
Yesterday
Add "rentallrooms" to see performance impact of fully loaded apartment monument
Yesterday
Can only ADS item allowing ADS
Yesterday
integrate animation subsystem with 3p animator controller and dartboard
Yesterday
Lets try fixing MacOS doing full rebuilds every time Fixed Lua state corruption Minor cleanups + whitespace cleanups Make loading screen dialog have static height again * Simpler, fixes a few issues, potentially helps that one guy who would "Style around the box" on their loading screen. Minor cleanups
Yesterday
Added mask conditional meshes to hair sets
Yesterday
Removed BoonieHat and MinersHat from DeformHair enum (both can use baseballcap) Added Mask option
Yesterday
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Yesterday
Lower skinnable paths when we update them during manifest generation, otherwise they log warnings about being slow to spawn.
Yesterday
merge from main -> apartment_complex_monument
Yesterday
Glass AR - lowpoly model update, material tweaks
Yesterday
Attack anims only for melee items
Yesterday
Added a cubemap to the skin viewer (based on craggy). The skin viewer viewmodel camera uses that instead of the ingame cubemap, so it works in the menu and the ingame realtime cubemap isnt used It also fixes some issues with some world models using material needing a cubemap
Yesterday
NRE fixes when using viewmodels in the skin viewer
Yesterday
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Yesterday
Fixed note loot panel not saving typed text
Yesterday
updating 3p jumping anims
Yesterday
Disabled motion blur post process in player preview
Yesterday
merge from main
Yesterday
merge from lod_baker
Yesterday
start on darts animation subsystem
Yesterday
Add ProjectileModPartVisibility component which can be attached to BaseProjectile entities, can specify which parts of the worldmodel and viewmodel should be visible/invisible depending on what mods are attached Setup for sight rail on M16A2
Yesterday
lod baker: write output textures as tga instead of png
Yesterday
More hair conditional meshes
Yesterday
Dont allocate a new hashset everytime we jump to a new point on the timeline
Yesterday
industrial large furnace - reverted to a single collision material
Yesterday
Stop every demo scrub from allocating a new BaseNetworkable list
Yesterday
UI tweaks, added examine keybind text
Yesterday
Bowless crossbow audio polishing and added sounds