130,443 Commits over 4,201 Days - 1.29cph!
    
    
    
        
            
            
            
                
                Try switching bikes to Continuous Speculative, let's see how it goes
                
                
                
                
             
         
        
            
            
            
                
                Cherrypick all the code from the /prefabs subbranch
                
                
                
                
             
         
        
            
            
            
                
                #if CLIENT for compile errors
                
                
                
                
             
         
        
            
            
            
                
                Attempt #2 at converting prefabs
                
                
                
                
             
         
        
        
            
            
            
                
                Convert LODComponent disabled and only enable after we copy over the render settings after spawn
                
                
                
                
             
         
        
            
            
            
                
                Update converter to only convert prefabs that are nested prefabs
                
                
                
                
             
         
        
            
            
            
                
                Convert moss prefabs into nested prefabs so they work with the conversion
                
                
                
                
             
         
        
        
            
            
            
                
                Death screen info for all bikes
                
                
                
                
             
         
        
            
            
            
                
                Items for all the bikes. Bikes are now repairable (metal frags).
                
                
                
                
             
         
        
            
            
            
                
                Update biome_visuals_2/prefabs
                
                
                
                
             
         
        
            
            
            
                
                Switch bulk converter to use the PrefabUtility api instead of AssetDatabase
                
                
                
                
             
         
        
        
            
            
            
                
                Undo first prefab conversion
                
                
                
                
             
         
        
            
            
            
                
                Fixed trike not showing damage
                
                
                
                
             
         
        
            
            
            
                
                Fixed sidecar material damage settings
                
                
                
                
             
         
        
            
            
            
                
                Don't show sprint UI in demos
                
                
                
                
             
         
        
            
            
            
                
                Commit upgraded prefabs onto subbranch so code can be merged seperate from prefabs
                
                
                
                
             
         
        
            
            
            
                
                Try catch the actual conversion, throw an error and continue converting the rest of prefabs incase of error 
Print error if there are additional components that would be stripped (example: Imposter)
                
                
                
                
             
         
        
            
            
            
                
                Add Tools/Optimize/Convert BiomeVisuals -> BiomeVisuals2 to bulk convert all foilage
Add `Tools/Import/Begin & End` to disable auto imports when testing converting prefabs
Add "CantBeConverted" override to BiomeVisuals to tag prefabs that can't be converted (for whatever reason)
                
                
                
                
             
         
        
            
            
            
                
                Fixed tabledoor_B mesh rotation
Fixed reactivetarget_deployed double MeshLOD component
                
                
                
                
             
         
        
            
            
            
                
                updated gutter set pieces + lods
                
                
                
                
             
         
        
            
            
            
                
                Fixed duplicate MeshLOD components on sofa_pattern_static
Cleaned up the hemp plantlings in fishing_village_c to use MeshLOD, more aggressive culling and cleaned out unused components (saves 50 gameobjects)
Slight change to the MeshLOD state editor to make the final state more usable
                
                
                
                
             
         
        
            
            
            
                
                Add RendererBatch if all biome variants have it present
                
                
                
                
             
         
        
            
            
            
                
                Add new BiomeVisuals2 component
- swaps meshes & materials of renderers instead of destroying all gameobjects not in the biome
Added tool to convert from BiomeVisuals -> BiomeVisuals2
                
                
                
                
             
         
        
        
            
            
            
                
                Merge from snow_effects_roll_back_and_meshLOD_conversion
                
                
                
                
             
         
        
            
            
            
                
                Fixed all cases of incorrectly scaled jerrycans
Affected prefabs: rowboat, fishing rod viewmodel, crude oil worldmodel, end tutorial cinematic, pumpkin basket entity, easter basket entity, water jug world model+entity, rhib fuel storage entity, cargo ship
Affected monuments that have been S2P: small oil, stables_a/b, water well a/b/c/e, wooden cabin b, bandit town
                
                
                
                
             
         
        
        
            
            
            
                
                Remove unused EngineAudioSet params
                
                
                
                
             
         
        
            
            
            
                
                Fixed incorrect layer on burned head model causing it to not render
S2P arctic research base
                
                
                
                
             
         
        
            
            
            
                
                Two-wheel bike is a bit faster. Also greatly reduced the pedal bike volume for now until we get final sounds.
                
                
                
                
             
         
        
        
            
            
            
                
                Merge from water-fog-scatter-strength2
                
                
                
                
             
         
        
            
            
            
                
                Underwater visibility improvements.
                
                
                
                
             
         
        
            
            
            
                
                ▄▊▆▋▌▍▅ ▉▋▄▆█▇ █▄▊▅ ▌▅▆ ▊▊▌▌▌▇▉
                
                
                
                
             
         
        
        
        
            
            
            
                
                Refactoring. Separated sidecar code into a subclass.
                
                
                
                
             
         
        
            
            
            
                
                ▇▉▇▆▊ ▌▍▄▌ █▅▍_▉▌▅▆_▆▉▍█▋▍▊█▅_▌█▆▅▊█▆ -> ▌▊▌▍
                
                
                
                
             
         
        
            
            
            
                
                ▌▆▊▍▅ ▍▉▉▋▅▇▅ ▌▇█▊▌▍▍▅ ▉▊ █▄▄▅ ▊▊▌▌▄▄█▉▉ ▌█ ▉▇▆▇▍▊▄ ▄▊ ▉▆▄▊ ▋▉▅▄▆▆▌ ▉▍▄▇▌▊▌ ▄▇
                
                
                
                
             
         
        
            
            
            
                
                Merge from fix_building_preview_logging -> main
                
                
                
                
             
         
        
            
            
            
                
                Remove spammy logging when loading monuments with no building blocked volumes
                
                
                
                
             
         
        
            
            
            
                
                 merge from fix_barricades_car_placement -> main
                
                
                
                
             
         
        
            
            
            
                
                ▆▌▅ ▍▍▉▆▍▅▆▋▆▇ ▋▍█▋▌ ▋▅▍█▊▇▉▍▇ ▉█▌▆▊█ █▋▊▆ ▄▉ █▉▉▌█▇▆▌▅
                
                
                
                
             
         
        
            
            
            
                
                Merge from /main/visualshader
                
                
                
                
             
         
        
            
            
            
                
                ▉▋▆█▋█▅█ ▆▊▉▌▉ ▄▄▅▋ █▉█▍ ▋█▌▌ █▇▆▉▆▊ ▌▉▆▇▇█ ▇▇█▅▉
                
                
                
                
             
         
        
            
            
            
                
                world handcuffs rig update, added scaleUp layer to animator
                
                
                
                
             
         
        
            
            
            
                
                Changed templates to a non-shader extension to prevent template menu script from refreshing