135,634 Commits over 4,474 Days - 1.26cph!
Added wallpapers support to the skin viewer
Add Rubble on Barrels monument blocker stage meshes and colliders, gibs and prefabs still WIP/pending.
First pass on CliffSandbox dev scene to generate a procedural terrain heightmap and test cliff placements using the prefab's setup
merge from cui_fadeout_fix
Another potential fix to CUI fadeout Invoke not firing
Reverted previous attempts
Bugfix: ensure rendering camera is facing same direction as apt cctv camera
Tests: rented 602, looked into it - more stuff rendered
Founders Door - texture update, lods, icon
Fix code files affected by the asset subtract
Subtract changes to scenes and prefab, as it caused an error in deep sea creation
Clean: get rid of OcclusionCulling.DebugFilter
We already had DebugMask that represented exactly the same
Tests: compiles
Update: expose more of OcclusionCulling debug
- got rid of original culling.debug clientvar (superseded by debugmask which accepts a bitmask value)
- added debugscreenbounds (shows screenspace bounds + resolved LOD of hiz chain)
- added printstats
Most of this was available in the editor, should make it easier to sus out the specific conditions of bugs
Tests: used all on craggy
Fix raid window convars not persisting after restart
Try doing it in post load
Added materials for the Rubble on Barrels monument blockers
merge from cui_fadeout_fix
Possible fix for CUI fadeout not working
Update: add debugshowoccluderid to help with filtering to specific occluder
Tests: used on Craggy to look at boxes
Attempt at also converting DungeonNavmesh, may need more work as it relies on massive bounds and passes the root objects to make the cost not balloon
Update: couple more debug features for OcclusionCulling debug
DebugLookingAt will try to resolve LODComponent (but our entity hierarchies are wild, so it fails frequently), DebugRange limits which occluders are debugged
Tests: used both to target props on Craggy
Make "IsBuilding" property behave correctly for MonumentNavmesh wrapping a new navmesh, allowing spawners to delay activating until the navmesh finishes building
Remove independant navmesh component from oilrigs, tutorial island, and tropical islands.
The old monument navmesh component will dynamically switch to building disconnected new navmesh when off the mainland.
Flare rig assigned materials update
Fix incorrect spawn navmesh sampling on tropical islands when using new navmesh
Flare refresh animation 1st pass and set up for review
Fix StagedResourceEntity not being able to retrieve which meshes to use if the source asset has no auto generated LODGroup component
Instead just use first found renderer as LOD0
Entity setup for stacked desks blocker
stacked desk entity backup (no mani update yet)
Stacked tables WIP (reverted entity due to bug, will remake)
merge from barrel_deploy_fit_shelves
merge from Lootpanel_Upkeeptext
merge from softcore_changelog
merge from masterkey_ownership_fix
merge from spraycan_reskin_refactor
merge from shops_vis_number
merge from demo_compat_bricking_fix
merge from pickup_monument_fix
satellite control room, some polish to set dressing
merge from apartment_disconnect_teleport_fix
merge from rentableshop_item_move_fix
merge from rust_relay_server
merge from master_key_despawn_time_increase