196,371 Commits over 4,110 Days - 1.99cph!
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
Removed mono speaker mode option, convar is clamped anyway
Placeholder icons for boat building station, sail, steering wheel.
- Fix scientists not reacting to sounds when idle
- New reaction time implementation with voice-lines and surprised animation when seen from peripheral range or very far
Fixed resolution dropdown being populated everytime you open the settings menu
increase shadow curve range
add controls for cloud shadowing amount
Remove previous temporay forced global disabling of RendererBatch
Merge: from benchmarking_update
- Added Biome benchmark
- Re-enabled other benchmark scenes
- Deleted Terrain and FoliageGrid benchmarks, demo benchmark
Tests: benchmark in editor and standalone client
Revert reaction time stuff, too complex to debug and not that intuitive as a player, will try other idea to achieve same result
Revert camera man file. Run the fixes through demo shot playback instead, turns out post bone rotation is just saved 'as is' rewlative to the target instead of bone relative.
Merge: from item_pooling
- Fixes bugs with pooling use - List<Item> leak and use-after-free Item use
- Added tests
Tests: unit tests + confirmed container corpses no longer leak List<Item> from pool
Disabled raycast target on the featured tab scroll gradient
Merge: from main
Tests: none, no conflicts
Some settings convar fixes
Allow demolishing of boat blocks by the owning player, even without auth, until we know how we're gonna handle auth.
set up semi auto pistol rig with new hammer bone and applied/animated it on the nessecary animations so the hammer will animate on the dlc skin
BBS collider tweaks.
Improve ladder placement.
added 0.975 scaled mesh to abyss vertical and tweaked colliders to be 1:1 with existing barrels
Actually setup steering wheel deploy rotation instead of just placing it backwards every time.
Setup steering wheel placement mesh.
Boat build validation now works client side too.
Show reason specific error toasts when trying to finish construction for invalid boat builds.
Clean: remove FoliageGridBenchmark and associated script
Superseded by BiomeBenchmark
Tests: benchmark in editor