113,112 Commits over 3,928 Days - 1.20cph!
Implement running PreProcess at runtime on each prefab in the scene
Add support for shared scenes that have client + server components in them
- avoids adding complexity of running preprocess at build time to first release
- handles editor only spawning a single monument
- keep support for client only & server only scenes
- default to only building shared scenes rather than individual client & server scenes
- run preprocess at runtime for shared scenes instead of during build
- internally refered to as "generic" scenes because "shared" is easy to mix up with "server"
Cherry pick
98396, fixes weather errors in editor on my test map
Output both scenes when running Scene2Prefab/Update All as well as the prefab
Mark more components as [MapGeneration]
Cherry pick
98470 for scene stats
Reconvert and remove MaterialSetup on various prefabs that conflicted with the last merge
Implement spawning in a scene when a monument's prefab is spawned in the world
- async loads the scene
- supports multiple scenes with same name loading at once
- unloads the scene when the monument's prefab is destroyed
- keep track of both server & client version of the prefab
Add /MemoryCaptures to ignore.conf
Revert arctic hazmat to old version without skin tests
Disable hand mesh rendering on arctic, diving suit, lumberjack, nomad, spacesuit, twitch and vanilla hazmat suits
Add an empty check to the skin lists in SetSkinData
Added an awful developer model
Fixed graphics.collapseRendererLOD getting set to false every launch
Setup vendor fronts properly
Tag more components as [MapGeneration]
Allow MapGeneration to overwrite delete status (to delete MaterialSetup)
Update manifest and ID, and materials after the rename
Automatically enable scene output mode if the scene represents a monument
- only enable it when running Scene2Prefab/Update All
Add ScenePrefab before removing components from output prefab
Fix compile errors
Rename 'UW Skidoo' to 'DPV' (Diver Propulsion Vehicle) part 2 (Plastic won't allow renaming files inside a folder that's also being renamed at the same time)
Rename 'UW Skidoo' to 'DPV' (Diver Propulsion Vehicle)
Add an icon for the watercraft
Fixed industrial conveyor filter number fields scrolling when the player uses the scroll wheel on them
Rewrote vending front
Fixed collision issues
Broke RPC somehow
Fixed sofa, card table, and chippy arcade machine being set to isMobile true, needlessly running the vehicle tick. Fixed DoPrepare automatically setting all vehicles to IsMobile true.
Allow permenantly deleting twitch drops from the in-game inventory UI
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Model/Textures/Materials and prefab setup
Do multiple delete passes to ensure [Required] components get deleted (as it's easier than tracking everything that is required & only done inside editor)
Handcuffs block crafting.
Volumetrics track light changes.
Mark TerrainAnchor and TerrainModified with [MapGeneration]
Cleanup for a bit more readability
Start processing output prefab in scene mode
- remove everything except for terrain generation components
- add MapGeneration attribute to tag components we want to keep
- add ScenePrefab spawner onto the output prefab once S2P is done
player update. made holdtype override controllers for the different grenades and updated their entities so they now play a deploy anim when switching between the diferent grenades
Don't show push menu if player is dead or sleeping
Make sure a job cannot last more than 4 frames, so we can use TempJob allocators
Code cleanup
player update. edited sawn off shotgun reload animation so the pumpy bit is in insync with 3p anim
Add a tag to all existing twitch drops so they're easy to identify
player update. edited db shotgun reload animation
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Converted the shed to use MeshLOD instead of rendererLOD