8,731 Commits over 1,705 Days - 0.21cph!
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Introduced "Legacy Dismount" mode that uses the old dismount check code. This is only used on chair.invisible.static, and gets it working again. Everything else that needed it, I've already replaced.
Add a comment component to chair.inivisible.static, explaining its use
Restored chair.invisible.static (now intended only for use by modders)
Added IsMounted back to BaseMountable, just as an alias of AnyMounted
Activated the purpose of all this: Now letting ragdolls collide with vehicles.
Finished converting the roughly 6 billion harvestables that were using the ragdoll layer. "We do these things not because they are easy, but because we thought they'd probably be easy." - John F. Kennedy
New Harvestable layer. Switched growable/harvestable/collectable stuff and scripts to use it. Still WIP switching them all as there are many prefabs.
PropRenderer now using AI layer instead of Player_Model_Rendering
UIPlayerPreview - Use AI layer mask instead of the now-gone Player_Model_Rendering
Fixed rowboat dismount check errors
Made rowboat LOD culling less aggressive
Merge Main -> PhysicsLayerRevamp
Don't show the Mount interaction at all if there are currently no valid dismount points
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Fixed dismount flags not updating when killing player due to invalid dismount
S2P on monuments that changed in the merge - reinstate layer changes
Removed extras from test map
Merge Main -> PhysicsLayerRevamp
This one is MultipleLootWagons (still needs Alistair setup on the new wagons, but main work is done).
Consolidating my branches that are ready to merge after this update. This one is VehicleClipVehicle.
Merge ChairsInsideChairsMerge -> Main
Fixed swapseats no longer clearing occupied state on the previously occupied seat
Merge ChairsInsideChairs -> Main
Fixed TimeSince ToString not returning the correct value
Cherry-pick windmill collider fix
Fixed windmills having two copies of their collider, one on the wrong layer
Comment only, after doing some performance testing
Merge Main -> PhysicsLayerRevamp
Instead of doing the Impostor camera culling layer switch in ImposterRenderer, turn Impostors on and off via PreProcess in the Imposter scripts instead
Fixed NRE errors in the Impostor system when SystemInfo.supportsInstancing is false
Merge Main -> PhysicsLayerRevamp
Reverted XmasExitEntranceCombo refactor due to broken triggers
Ignore UNUSED B on the camera
S2P on all monuments that had impostor-layer trees and plants (it's a lot of them). We no longer use Impostor layer on anything. Renamed Impostor layer to UNUSED B.
Moved all tree and bush LODs that were on the Imposter layer to the Tree layer. We'll control the imposters via the Imposter script instead.
Removed importer layer from tool cupboard check mask
Switched layer from Imposter to World on EasyRoads3D prefab surfaces (T crossing, X crossing, roundabout)
Added missing imposter scripts and billboards for bush_willow_snow_small_a and bush_willow_snow_small_b
Merge Main -> PhysicsLayerRevamp
Removed all usages of the Player Model Rendering layer. Renamed it to UNUSED A for now. Inventory player preview now hides way under the map instead of being on its own layer. By necessity it also now receives directional light from the sun along with its own local lights, but that may actually be an improvement. If we need to revert, the layer remains available for now.
Merge Main -> PhysicsLayerRevamp
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