145,658 Commits over 4,413 Days - 1.38cph!
Merge from ide_warnings_fix
Fix some compiler warnings being flagged as errors in the IDE
merge from skinviewer_viewmodel
Fixed cart button drawing on top of fullscreen skin viewer
- Give oil dispenser at dome option to only function with an online powergrid, enabled and ran S2P
- Ensure all powergrid connected entities receive an initial state refresh upon being spawned
Update: Add PlayerModelBenchmarkScene.UseRandomAnims - spawns players with different model states
- add a run per lod level with anims (bringing total to 12)
In theory should break batching/reuse, but results are a bit too similar(editor overhead?)
Tests: ran the scene
update protobufs for multiplayer support
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updated BDU shirt fbx to fix clipping with vests. Added conditional meshes to prefabs.
preparing for multiplayer darts setup:
convert darts game controller to interface, move + rename controller to singleplayer darts controller and implrement interface
Updating skinning for male underwear
Swapped the RPG viewmodel first ammo prefab so it shows the right one in the skin viewer
tweaked alpha cutouff value on industrial torch materials, remove top lod from world model (entity) and added burst cloth to lod 1 (now lod 0)
Fixed custom lighting staying enabled on top of vm lighting
Update: define player spawning via desired lod level rather than manually placing them
Code lifted from editor gives results that don't land on the LOD boundary, but it still fits in the lod level.
Tests: checked triangle counts for every lod level, it falls as expected for every stage
Communal areas progress and some new textures
Skin viewer refactoring, moved the input controls to UI_FullscreenSkinViewer
Cleanup
merge from fix_hemp_collectable_wind -> main
update apartment_complex_monument/prototype
adjusted torch BC controller position for better rotation adjustments
merge from main -> apartment_complex_monument
Fixed missing face from Rentable Shop F exterior
cherry pick
149555 - BC simulation frame delta fixes
BC pass on the industrial torch VM
Bugfix: convert bench durations from 120frames to 1s
Seems to accumulate more data from ProfilingRecorders, but it's sample count doesn't follow linear extrapolation. Weird.
Tests: ran the bench scene
SetupPass: supply global_MainLightingAtten for particle/billboard shading
Cleanup
Make sure its explicitly named/works with only parents
Parenting doesnt allow to mountables all the time so going down a pure parenting route catches the cases we need
Update: rename Perf.PlayerModel scene into PlayerModelBenchmark
- Purged it of original setup, instead controlled by a script
New bench script spawns 100 nakeds at various LOD levels and measures rendering stats
Tests: ran benchmark scene
Fix broken meta file for blue noise 64px, 38
Fix IO editor GUI consuming all input in Unity 6
Fixes not being able to use right-click to move camera in scene view whilst this GUI is active
Static mannequin work - LOD3 redo, LOD3 bake and material, cleanup, renamed store mannequin material to be clearer
fixed auto turret gibs not inherting skinned material