5,005 Commits over 1,461 Days - 0.14cph!
merge from main -> apartment_complex_monument
Re-enable `canPlaceInsideRocks` on the terrain checks of foundation prefabs
Undo changes to foundation prefabs since the merge messed up at some point and they ended up with 2x MeshRenderer components throwing strange errors
Readd god rock & anvil rock to craggy
Reapply Antihack.cs #if SERVER changes
merge from main -> fix_foundation_clipping_rocks
merge from fix_storage_adapter_invisible -> main
Fix storage adapters going invisible
- force the LODComponent to refresh when it's parented to a static entity to handle all the edge cases where the LODComponent is initialized at 0,0,0 before parenting
Fix NONE compile error in Workbench.Updates.cs
merge from fix_submesh_batching_shipping
Rewrite submesh batching to batch with a key based on multiple materials instead of batching each individual submesh / material individually
- fixes race condition where the inner plywood submesh would be disabled while the outer submesh would still show
Fix blueberry plant because my local git repo decided the file wasn't changed when it was so it was working for me and broken for everyone else
Cherrypick
148619 (fix full rebuilds not working) since it never got cherrypicked to main
merge from fix_assetscene_deepsea -> main
Fix deep sea manager being put into the bootstrap scene
- prevents all deep sea content needing to load before the menu is able to load
Exclude the floating city prefab versions from asset scenes (we don't need an extra copy of the prefab since they are already packed into entities)
- confirmed no longer packed into the AssetScene-props scene
- removes 250k components for all 4 floating cities
Add support for asset scenes to exclude certain assets from being packed into asset scenes via the asset label "ExcludeAssetScene"
merge from main -> apartment_complex_monument
Fix compile error from non-existant namespace
merge from optimize_plant_lod_wind
merge from main -> optimize_plant_lod_wind
Fix berry bush seedling being missed by previous optimizations
Roses
- disable wind & motion vectors on lower LODs
- disable motion vector on billboard LOD
Potatos
- disable motion vectors on all LODs
Corn
- disable motion vectors on all corn prefabs
Plants spawned via `spawnplants` will have their grown paused so they stay the same stage
Add `spawnplants` command that will spawn every stage of every plant in a grid
Sunflowers
- disable wind & motion vectors on lower LODs
- disable motion vector on billboard LOD
Same idea for wheat
- disable wind & motion vectors on lower LODs
- disable motion vector on billboard LOD
Disable motion vector on the orchid billboard renderers (it was still doing motion vector pass despite the billboard material having wind disabled) and swap in the wind disabled lower LOD material
Add orchid wind disabled materials
Apply lower LOD materials to hemp prefabs
Make wind disabled versions of hemp materials
Assign wind disabled version of material to lower LODs and disable motion vectors on them
Make lower LOD material variants of the berry plants with wind disabled
Fix RendererLOD not saving motion vectors for different LODs (so the lower LODs of plants can turn off motion vectors)
merge from cpu_batching_submesh -> main
Fixed batched shipping container losing color
- caused by some meshes missing vertex color and not adding any default vertex color causing the batched color to not be correctly applied when the meshes were merged
merge from cpu_batching_submesh -> main
Fix compile error after merge
merge from main -> cpu_batching_submesh
merge from main -> cpu_batching_submesh
Change `renderer_submeshes` convar from 1 -> 2 but keep it scoped to only work with RendererBatch components that specifically enable AllowSubmeshes
- allows batching on container to be toggled by changing `renderer_submeshes` convar
Fix submesh bypass per prefab being inverted
Enable submesh batching on shipping container
Only enable submesh batching on certain assets instead of every single one
Add `paste_auth` option to copy paste (default true) so admins are authed on every turret & door when pasting
Fix color being inconsistantly set inside editor because it was hitting client & server entities with the physics queries