127,763 Commits over 4,201 Days - 1.27cph!
added an elevator shaft to the casino roof in FC4
standalone underground elevator lift shaft prefabs, models and baked LODs - to be used as a static elevator in monuments
raised security tower cover
removed Deferred Mesh Decal script from mesh object parent
removed double LODing method on prefab causing errors
supply signs lods, collision
Casino LOD/COL/Prefab progress
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HLOD and s2p for floating city 3
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merge from contactsmenu_fix
merge from menu_workshop_fix
merge from steaminventory_warmup_fix
merge from premium_text_fix
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merge from wirecolor_nre_fix
Clean: leaving a TODO note for one I return to this
Fix not being able to place barricades on icebergs, icesheets, shore ice when close to a monument
Clamp displacement radius, fix seemingly bugged alpha blend mode, bring back displacement decay using DstColor multiply
made queue barriers R/W for batching
tweaks to fluorescent lights type e prefabs drawing distances, added a culling distance as they drew forever
New chainlink monument door (npc only and player compatible)
Add placeholder conversation for farm access, charges scrap for now (temp)
When a door is opened by an NPC in a conversation it will then be closed after 5s
Fixed prevent building volumes on static minecart and railroad planter
Removed sockets from new static seating entities
Fix DeferredDecal component not being stripped from server entities
Refactor copypaste into multiple methods to try and figure out why certain foundations and walls are missing from pastes
- unsure if it's a problem with copying or pasting so starting with pasting
- move RemoveOpthanedChildren() above when we start to spawn entities
- try to spawn entities in multiple passes to ensure parents are all spawned before children
- add more logging
Switch certain dynamic occlusion entities to static occludees when we know they can't move
- convar `dynamic_occlusion_pausing` (0 = off, 1 = codelocks + industrial adapters on boxes, 2 = codelocks on doors)
- currently (and by default) every entity is considered dynamic if parented
- now certain entities can indicate if they are static (like boxes)
- converts codelocks to dynamic while the door is opening, converts back to static once finished
- will check all parents so a box parented to a tugboat will still be considered dynamic since it will find the tugboat as root parent
- reduces dynamic ocludee count by 80% (417->74) on a sample base (converts nearly all codelocks and industrial adapters)
- refresh entity dynamic status when running `refresh_renderers`
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Make dynamicOccludees list public so it works with the command
Set industrial adapter to not be dynamic
- still gets set to dynamic at all times since it's always spawned parented to an entity
Add `print_occlusion` command to print the amount of dynamic ocludees
merge from fix_puzzle_reset_analytics_nre
Fix NRE in puzzle reset analytics when SpawnGroup referenced is destroyed
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Fixed WireColorSettings.Get NRE
merge from fix_console_chat_message -> main
Catch error if supplying a console color that isn't a valid enum
- try catch the entire console logging thread so an error won't break the console
Add `console_print_color` command to confirm colored console messages work
Fix colorOverride being overwritten by LogType
Fix chat messages not being logged to console due to stacktrace being null when PrintColoured() is called
Scientist front turret now points the right way
Screen shake & volume stuff.