160,652 Commits over 4,566 Days - 1.47cph!
Polish to damaged lighthouse lamp states, added in repeating LOD3 elements to individual LOD3s
More track/glow fixes/improvements
Fix LODComponentParticleSystem allocating a delegate on every show, hide and disable
Timing improvements.
Snappier action.
Fixed some render order issues.
Fixed some track issues.
merge from scrap king building skin
scrap king interior wall changed to rusty corrugated, updated the sitem description
Added components to lighthouse scene to make it playable for testing. S2P on the prefab stuff.
Added support for seagull group flying sounds and seagull disperse sounds
Disable 78 baked LOD isDynamic flags from 44 prefabs that never move on their own, main ones include loot crates, diesel barrel, industrial crafter and conveyor lights
They will still become dynamic when parented as usual, but now they can be static when not
DisplayingBoxStorage now creates the visuals at their position before enabling them, and applies the box's dynamic state to them when spawned - allows making all of the 17 contents prefabs not dynamic by default
Add a proper motion vector pass to the deploy guide
increase network range of groups (bc they can be far but still visibly moving)
Merge from animal_renaming
code cleanup
add to budgeted queue
Added proper LOD material and textures for damaged lighthouse lamp stages
Cut ghost now reflects the selected cut shape/area
Added new take off and landing sounds to Seagulls and Seagull/Crow flock audio fixes
Removed Blueprint Book spawn chance in PT boat - Sorry this was too good!
Blueprint page remains
toggle laserjobs on by default
gulls transition to shaders later after takeoff
more consistent seeding for randomness
Bunch of LOD optims:
- The budget is now checked mid cell, if a dense cell exceeds the budget we pause and resume on the next frame. Fixes big spikes for large cells
- Camera and player positions are read once per frame instead of by every LOD member
- Static LOD members cache their grid position
- Mesh and renderer LODs skip their update while their distance stays between the same LOD distances
Editor profiling, walking around a big base, LODGrid p99 frame: ~15ms -> ~1ms (max budget)
Updated crow flock model with far lod
Fix editor asset loading on case sensitive filesystems
Migrate third-party packages to `EntityId` in preparation for Unity 6.7
LODs and collision for each damage stage of Lighthouse Lamp. Individual damage state prefab setup.
Fixed remaining missed materials.
▋ ▌▅▆▆█ ▌▅▊▆ ▇▍▊▄▌▄▍▌▇▇▅▍▊▍▅█▊▅▇▍▄▌▋▉
▅▉█▄▌▉█ ▊▉▌▊▅▄▉▅█ ▉▆▆▍▄▋█▊ ▄▌▌
New CullWhenInside combined approach with jarryds and my original fixes joined together
- Keep the work queue with its own budget
- Bushes are only queued when foundations change
Uzi 3p: fix stock deploy after weapon swap + stock swing on holster
- player + world controllers fall back to the stock deploy if the stock flag arrives late
- world stock deploy holds idle_stock instead of playing the swing
- world animator keeps state on disable so holstering doesn't replay the swing
merge from main
stomp local CullWhenInside changes
Refactor, more generic, reusable.
Add additional experimental wall rules (wall->window, wall->wall frame, doorway->wall frame).
Renovation saw now uses a context based radial menu, showing available renovation/cut options for target construction.
Fixed the volumetric light beam clipping the camera when using the miner hat
merge from saveload_eventschedule
Saveload the hours remaining for event schedule events
Fixes for example cargo ship being just about to spawn, server restarts and now you have to wait the full cooldown again
merge from scrap_king_building_skin (lightened interior concrete)
scrap king - concrete texture tweaks
Fix PersistentObjectWorkQueues stalling in the editor with skip domain reload
Add the attribute to some missing places
removed unnecessary files
██ ▆▍▅▄▄▄ ▇▇▋▌▍▄ ▌▊▍▌ ▊▉▌ █▋▄▇▅▋▅▊ █▅█▉ ▄▉ ▄▋▄▌▌▄▅ ▍▄▋ ▌▌▅▍▊█▄▆▅▊
merge from viewmodel_skinning_update