193,465 Commits over 4,079 Days - 1.98cph!
[D11] Fixes for quick chat spam warning translations.
Roadside monument updates
PlaceMonumentsRoadside now checks TerrainPlacementMap (fixes rare edge cases where roadside monuments could overlap a road behind them)
Added RemoveChildObjectsAlongPath editor tool (useful to strip terrain anchors along path in roadside monument scenes)
Better fix for instancing streaming mips
[D11] + Bunch of Building_Core assets LOD tweaked
[D11] [UI] Fixed quick chat menu shoulder inputs not displaying correctly on first open of quick chat menu.
+ The changes to the blood materials that did not come up. Adam has shown me the ways of file save project
[D11] Skin Material Changes.
[D11] Glass Diffusion fixes
Prefab setup. Tests are also now done based on an assigned priority
+ changes to the blood particle shader
[D11] Translation for picking up dud explosives fixed.
Fixed lost terrain reference in archipleago
[D11] [UI] Updated localisation settings on controls screen headers.
[D11] [UI] Fixed function name typo (was defined out so didn't get renamed in the previous commit)
Removed existing implementation of genetics from GrowableEntity
Roadside monument updates
[D11] Gap in geometry at Launch Site Fix
[D11][UI] Fixed Unhooked up translations in sleeping screen and tool cupboard
[D11] [UI] Optimised Sprite Sheet Animator and removed unnecessary functions from class.
Moved gas station, supermarket and warehouse to roadside monument folder
Added ring road script and roadside monument script to procedural map scene
[D11] New roof_asphalt material
[D11] New gas station roof material and 2 way blend shader
[D11] Rationbox Float fixes
More adjustments and a temp copy util
[D11][#3251] Made paintable signs unobtaiable, disabled paint sign options
Added new GrowableEntity, based on the existing PlantEntity for now. Some clean-up.
merge from entity_parenting_2
Another attempt to fix nested parenting triggers
TriggerParent works like TriggerParentEnclosed since that should be much more robust when sorting out overlaps / nested parenting triggers
Simplified TriggerParentEnclosed (now inherits from TriggerParent)
Simplified TriggerParentExclusion (since overlaps are handled by TriggerParent)
Removed OnEntityEnter hack from ForceUpdateTriggers (since overlaps are handled by TriggerParent)
fix missing transform NRE
Fixed an NRE in IOEntityEditor due to an uninitialized array
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Code review: Add "== this" check with || before EqualNetID check
Code review: Call SetParent before calling Spawn
Code review: Add null check on created
Code review: André says "UnityEvent uses reflection and is slow as balls. Better to get rid." Changed the generic TriggerStay to CarGarageTiggerStay which specifically calls a ModularCarGarage method directly.
Code review: Add entity creation null check.
Code review: Move IsNull from CollectionEx to ObjectEx