8,313 Commits over 1,035 Days - 0.33cph!
merge from storepage_oct26
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merge from scrapking_batching_fix
Fixed more blocks not batching
- Jungle ramps, spiral, L and U stairs
- Container roofl ines
- Frontier square floor details
Updated the test to catch more stuff
Fixed adobe woodbeams not batching (forgot to add the RendererBatch when implementing wallpaper)
Fixed the rest of the stuff not batching:
- Crypt stairs and spiral landings
- Adobe roof lines and low wall corners
- Brick roofs
- Twig roofs and roof lines
- Brutalist triangle spiral landing
Fixed gingerbread building skin not batching at all
Fixed HQM walls, frames and spiral stairs LOD0 blocks not batching
Fixed none of the ramps batching across all skins
Fixed space station roofs and wall corners not batching
Fixed frontier building skin not batching at all:
- set read/write true on all FBXs
- set AllowSubmeshes to true on the ramp prefabs
Added test checking building skin meshes are all batchable
87 are failing
merge from scrapking_batching_fix
Fixed scrap king building skin not batching:
- set AllowSubmeshes to true on all prefabs
- set wall frame and floor triangle frame fbx as readable
Fixes time phrase dupes
Fixed apartment complex clerk saying a phone line
merge from storepage_oct26
Scrap king store page wip
merge from storepage_oct26
Append hash to uploaded store media URLs, so an updated image gets a different URL
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Fixed UI_Store formatting
merge from store_notif_fix
Debug convar to reset the NEW notif
Fixed store NEW notification when skins are released
Reduced the range of 62 lights in the caboose from 80 to 15 meters (they have a 1m range)
Saves aroud 0.1ms when close to outpost with the caboose switched on
S2P outpost
merge from piemenu_icons_stacked_fix
Fix attempt for pie menu icons stacked top right and emojis offset
Fixed limited store grid NRE
merge from store_gridnre_fix
Deleted 25 rocks placed 2.5km under the terrain in the excavator monument
S2P excavator
Preload 324 cow and sheep sounds like the other animals
Avoids a ~1.2ms hitch the first time each clip plays, memory impact is only around 3MB
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merge from more_lod_optims
Use a hashset for the combined mesh lookup from
169597, Contains was slow on big ass bases