3,461 Commits over 1,007 Days - 0.14cph!
Fix scene prefabs that don't support remapping having all their components stripped (train tunnels)
Fix the check "is scene in asset bundles" not working outside of editor
- added method to check if any asset is at path in filesystem
merge from main -> monument_scenes
merge from qol_give_improvements -> main
Adding --silent onto a give command will stop telling you picked up the item
- still broadcasts to the server when an item is given
Fix `clearinventory` not running ItemManager.DoRemoves() causing items to not always go to correct spot
Add ability to specify target container & slot when using `give` command
- give {item} {amount} {condition} {skin} {container} {slot}
Add some descriptions to give commands
Fix `monument_scenes` convar not applying to remapping paths after previous commits
Don't remap to scene spawner if the scene doesn't exist in asset bundles
Allow editor to control whether it uses monument_scenes when doing map generation with `monument_scene_generation` convar
merge from build_leave_bundles_symlink -> main
Cut down version of every monument scene spawner prefab
Remove every map generation component from scene spawner prefab for monuments
- only output GameObject + ScenePrefab component
Spawn normal prefab when doing map generation so we can guarentee that all map generation components are present
Remap to scene spawner only when spawning world
Switch `monument_scenes` convar to be saved
merge build_leave_bundles_symlink -> monument_scenes
Stop deleting the Bundles directory or symlink in the output directory when doing normal build
- bundles still get overwritten when building asset bundles
- prevents you from nuking your bundle folder when testing local builds
merge from monument_scenes -> aux2
Merge from optimize_asset_warmup_tunnels -> monument_scenes
Skip asset warmup on all underground train tunnel prefabs
Merge from monument_scenes -> aux2
Don't run DetachMonumentChildren when monuments are in their own scenes
Include all active & inactive objects in new output `UnityEngine.Object_All.Count.txt`
Include total amount of components at the top of the file
Order `Stats/Transform Count` based on the amount of components
Fix scenes with slashes in them making a ton of sub folders
Merge from main -> monument_scenes
merge from fix_invoke_cancel_nre -> main
Fix InvokeHandler NRE when cancelling invokes when the server is shutting down
- pretty sure this only spammed the editor
Merge from monument_scenes -> aux2
Dump now outputs statistics per scene
- create new folder for each scene
- outputs hierarchy per scene (still outputs old hierarchy files incase they were useful)
- outputs Component & GameObject count per scene
Undo substract on main CS
98931
merge from main -> monument_scenes
Subtract accidental merge of monument_scenes to main instead of aux2
Merge from monument_scenes -> aux2
Fix remapped scene prefabs being warmed up
Merge from monument_scenes -> aux2
Fix S2S not adding tags to monuments with their MonumentInfo not on root level
Merge from main -> monument_scenes
merge from analytics_profile_servermgr -> main
Add profiling to following methods & include in runtime profiling data
- ServerMgr.Update()
- Net.sv.Cycle()
- Physics.SyncTransforms()
- CompanionServer.Tick()
- BasePlayer.ServerCycle()
merge from fix_server_profiling_lag_spike -> main
Fix RPC lag spikes not including server id
Merge from monument_scenes -> aux2
Add oil rig monument scenes
Add arctic research base scene & remapped prefab
Fix remapping of monuments to exclude monuments without scenes
Add logging
merge monument_scenes -> aux2
Add scene prefabs to /remapped/ folder instead of /autospawn/ so they stop conflicting with terrain generation
Delete scene prefabs from autospawn directory
Default to monument_scenes enabled in editor because it messes with map gen
Actually include the "monuments only" mode when running in Scene2Scene mode