196,396 Commits over 4,110 Days - 1.99cph!
Bring back modding category to server browser
Add wipe schedule filters back
Don't auto-enter BBS edit mode when loading from a save so any boat left in the work area isn't confusingly converted to editable.
Remove leftover debug print
Merge from trimmed_asset_warmup
Indirect instancing fixes:
- Supported shaders are no longer determined at runtime, instead a list is supplied to the component on the main camera prefab. This fixes issues where instanceable objects would end up in the non-instanceable fallback renderer.
- Add operations are no longer queued in order to return success/failure states immediately back to the caller.
- Remove operations are now queued without relying on managed references, fixing various use-after-destroy issues.
- Broadened the use of the InstanceCreationInfo struct to avoid fealing with so many function parameters.
- Improved logging when instances can't be added (1) at all or (2) only in the non-instanced fallback renderer.
- Fixed exceptions resulting from calling RecalculateUVDistributionMetric() after UploadMeshData()
Cleanups from x86-64
Remove probably unused linux libraries related to Steam
Cleaning up VPC build scripts
Draw console notify text above all other panels
Enabled R/W on a few collision meshes that need it
Set isDynamic on all block RendererLODs, fixing visual issue after loading.
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Featured tab items ordering
BBS duplicate name fix.
Sails revert to closed on save load.l
Featured tab now spawns stuff
Optim: avoid allocating compoarison delegate in GrowableGenes.PickWeightedGeneType
Tests: unit test
Test: GrowableGenes test to track allocations
- only tests GrowableGenes.GenerateRandom, but that was enough of a head-ache
Found one opportunity to get rid of garbage alloc, but also found out Array.Sort(T[], int, int, ICompare<T>) always allocates
Tests: ran the unit test
M15 pistol - Updated WIP textures
General store layout fixes
fix signed/unsigned mismatch warning
Soft mask setup for play menu
First pass floating walkway stairs. Continued work on second pass floating walkway kit.
Added 4K Cinematic Compass Textures
Also fix fps.limitinmenu capping fps when inside the workshop editor
Tweaked the store overlay pages blur
Bootstrap version of Roboto regular font
Polished the bootstrap text sizes
New blur to the quit modal
added editor debug command to force refresh foliage grids / decor spawning / lod grids / etc.
debug.forcerefreshlods
separated GridErosion heightmap carving from terrain splatting as two separate ProceduralComponent passes, gives more control to let rocks be placed nicely onto channelled terrain but then restrict splatting terrain onto them afterwards
- also re-ordered GridErosion to be before small cliff hill rocks as these were the main cause of floating rocks
Fixed fps sometimes being capped at 15 instead of 60 in the main menu, when using both fps.limitinbackground 1 and fps.limitinmenu 1
Pretending to be a graphics programmer: wrote a semi optimised blur shader for our UI.
Old background ui blur was doing ~130 texture fetches + three draw calls
New one does ~9 texture fetches + 2 draw calls. Output is pretty consistent between old and new.
UI Notifications now has an icon just like the store (rather than a blank entry)
Using roboto on: generic popup body, settings tooltips, skin modal description
wind vector can be changed over time
Applied Roboto Regular on store overlay pages
Added Roboto Regular font (non condensed version)
Created and Setup Compass Icon
QA feedback changes for view model camera animations
Exposed maskable in MaskableGraphic (backported some newer unity UI stuff we dont have in our UI package, what could go wrong?)
Abyss pack + base pack styling
Refactor contributing health and mass values to BoatBuildingBlock so we can control values for each block type.
Some cleanup.
Add couple more test saves.
Added Folding Wicker Bed Prop
Setup all Folding Wicker Bed Prefab and Material Varients
Imported Folding Wicker Bed Textures, Masks, LODS