194,096 Commits over 4,079 Days - 1.98cph!
Corridor fixes 2: Quaternion boogaloo
Stairwell bottom adjustments
Tunnel LOD/occlusion mesh fixes
Tunnel entrance prefab update
AddToAlphaMap procedural component to carve the terrain in a delayed manner (in case part of a monument is moved after initial placement, like for the tunnel entrances)
cherrypicking Lunar new year server side chanages
Prefab priority updates (fixes cases where stairwell bottom piece was placed prematurely)
merge from lunar_new_year_2021
Tunnel entrance Scene2Prefab scene
Corridor environment volume updates
PriorityEnd is no longer required
Removing obsolete 180 degree turn corridor prefabs
Two additional stairwell bottom prefabs (copies of variants a and b with an additional corner to cover all 4 directions)
Better, less buggy support for stairwell bottom variants
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Ditch the track spline unique ID system and go back to matching on content. This means if multiple splines point to the same data and one changes and updates its content, the others will be out of sync. Will improve that next.
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Added new static variant of elevator for use in monuments - elevator.static.prefab
Requires floor information to be manually input on the prefab (IsStatic, StaticTop and StaticFloor fields)
Doesn't spawn the sub IO entity so doesn't require power, all of the elevator blocks are still IO entities so they can be hooked up to static buttons
Firecracker default BP + Craftable
Hammer: Added extra width to the right side toolbar so Auto visgroups can fit without a scrollbar
Adjusted the Texture Application Tool UI to fit longer texture names
Merge item icon colour bugfix (introduced in #5156)
Subtracting hacks / workarounds from
58587 &
58591 since they broke a bunch of stuff, will need to try again a different way
DTextEntry removes its autocomplete menu when the text entry itself is removed.
Make the message "CTextureAllocator::GetTextureRect has invalid texture handle! Expect crashes!" not as spammy
Better handle invalid textures handles when shadow rendering
Add a potential infinite loop prevention due to shadow rendering
Fixed start and end priority not always working correctly
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Support for second stairwell type
Support for distinct start priorities of corridor pieces (can be different from mid / end priorities to prefer a certain piece at the start)
Tunnel corner model fixes