2,886 Commits over 823 Days - 0.15cph!
Switch from multiple bools for tracking invokes to a single int
0 = off
1 = total execution of invokes per frame
2 = execution time per type of invoke per frame
Reimplement detailed entity profiling that was lost instead of stashed
Change to single int to describe entity profiling mode
0 = off
1 = count spawned per frame
2 = count per type of entity spawned per frame
3 = count per type of entity across server every 5 minutes
Reset all profiling measurements on the first frame profiling is enabled
- fixes some stats counting incredibly high
Merge from qol_building_preview_lerp_snapping -> main
Add `int guideVersion` that is incremented every time a building guide snaps to a socket or rotates
- lets us snap the lerping to the next position instead of lerping strangely
Merge from analytics_junkyard -> main
Add analytics when cars are shredded in junkyard
Merge from fix_barricade_subway_entrance -> main
Fix checking `GameObject.tag == "Value"` instead of "GameObject.CompareTag( "Value" )`
Add code to handle "BlockBarricadePlacment" tag
Add "ConstructionErrors" class to store Translate phrases for construction errors
Fix barricades sometimes showing "Not In Terrain" instead of "Can't Place On Monument"
Add `BlockBarricadePlacement` tag to subway entrance as it's not considered a monument
Merge from fix_batching_rainbow_logs -> main
Missed removing the old early exit
Fix logs inheriting the color of shipping container after recent fix for white barrels
Scene to prefab everything
Cherrypick all the code from the /prefabs subbranch
merge from biome_visuals_2/prefabs -> aux1
#if CLIENT for compile errors
Attempt #2 at converting prefabs
Convert LODComponent disabled and only enable after we copy over the render settings after spawn
Update converter to only convert prefabs that are nested prefabs
Convert moss prefabs into nested prefabs so they work with the conversion
Update biome_visuals_2/prefabs
Switch bulk converter to use the PrefabUtility api instead of AssetDatabase
Undo first prefab conversion
Commit upgraded prefabs onto subbranch so code can be merged seperate from prefabs
Try catch the actual conversion, throw an error and continue converting the rest of prefabs incase of error
Print error if there are additional components that would be stripped (example: Imposter)
Add Tools/Optimize/Convert BiomeVisuals -> BiomeVisuals2 to bulk convert all foilage
Add `Tools/Import/Begin & End` to disable auto imports when testing converting prefabs
Add "CantBeConverted" override to BiomeVisuals to tag prefabs that can't be converted (for whatever reason)
Add RendererBatch if all biome variants have it present
Add new BiomeVisuals2 component
- swaps meshes & materials of renderers instead of destroying all gameobjects not in the biome
Added tool to convert from BiomeVisuals -> BiomeVisuals2
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Merge from fix_building_preview_logging -> main
Remove spammy logging when loading monuments with no building blocked volumes
merge from fix_barricades_car_placement -> main
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Merge from fix_barricades_rocks_monuments -> main
S2P fishing_village_a & harbor_1 again to avoid stomping MeshLOD changes
Merge from main -> fix_barricades_rocks_monuments
Merge from main -> fix_barricades_rocks_monuments
S2P everything again because somehow arctic research base got missed
Rearrange placement checks so "Can't Place On Road" always shows first
Fix SocketMod_RoadCheck not checking for custom tags
Use new custom tag system since Ring Roads already use the "IgnoreCollider" tag
Block all 4 barricades from being placeable on concrete roads (inside or outside of monuments) but allow it to be placed on dirt paths / dirt roads
Tag all generated road meshes with "Road" tag (ring road)
Add new component "SocketMod_RoadCheck" which prevents building on roads
Fix road check so it works on both TerrainCheck and SphereCheck (different prefabs use different building checks)
Allow barricades to be buildable on roads