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5,387 Commits over 1,522 Days - 0.15cph!

2 Years Ago
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
2 Years Ago
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
2 Years Ago
Merge from qol_building_preview_lerp_snapping -> main
2 Years Ago
2 Years Ago
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
2 Years Ago
Merge from analytics_junkyard -> main
2 Years Ago
Add analytics when cars are shredded in junkyard
2 Years Ago
Merge from fix_barricade_subway_entrance -> main
2 Years Ago
Fix checking `GameObject.tag == "Value"` instead of "GameObject.CompareTag( "Value" )`
2 Years Ago
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"
2 Years Ago
Add `BlockBarricadePlacement` tag to subway entrance as it's not considered a monument
2 Years Ago
Merge from fix_batching_rainbow_logs -> main
2 Years Ago
Missed removing the old early exit
2 Years Ago
Fix logs inheriting the color of shipping container after recent fix for white barrels
2 Years Ago
Cherrypick all the code from the /prefabs subbranch
2 Years Ago
#if CLIENT for compile errors
2 Years Ago
Attempt #2 at converting prefabs
2 Years Ago
Convert LODComponent disabled and only enable after we copy over the render settings after spawn
2 Years Ago
Update converter to only convert prefabs that are nested prefabs
2 Years Ago
Convert moss prefabs into nested prefabs so they work with the conversion
2 Years Ago
Update biome_visuals_2/prefabs
2 Years Ago
Switch bulk converter to use the PrefabUtility api instead of AssetDatabase
2 Years Ago
Undo first prefab conversion
2 Years Ago
Commit upgraded prefabs onto subbranch so code can be merged seperate from prefabs
2 Years Ago
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)
2 Years Ago
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)
2 Years Ago
Add RendererBatch if all biome variants have it present
2 Years Ago
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
2 Years Ago
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2 Years Ago
Merge from fix_building_preview_logging -> main
2 Years Ago
Remove spammy logging when loading monuments with no building blocked volumes
2 Years Ago
merge from fix_barricades_car_placement -> main
2 Years Ago
Merge from fix_barricades_rocks_monuments -> main
2 Years Ago
S2P fishing_village_a & harbor_1 again to avoid stomping MeshLOD changes
2 Years Ago
Merge from main -> fix_barricades_rocks_monuments
2 Years Ago
Merge from main -> fix_barricades_rocks_monuments
2 Years Ago
S2P everything again because somehow arctic research base got missed
2 Years Ago
Rearrange placement checks so "Can't Place On Road" always shows first
2 Years Ago
Fix SocketMod_RoadCheck not checking for custom tags
2 Years Ago
Use new custom tag system since Ring Roads already use the "IgnoreCollider" tag
2 Years Ago
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
2 Years Ago
Tag all generated road meshes with "Road" tag (ring road) Add new component "SocketMod_RoadCheck" which prevents building on roads
2 Years Ago
Fix road check so it works on both TerrainCheck and SphereCheck (different prefabs use different building checks)
2 Years Ago
Allow barricades to be buildable on roads
2 Years Ago
Add support to allow prefabs to be placed onto roads
2 Years Ago
S2P all monuments
2 Years Ago
Tag trail paths in monuments so barricades can be placed
2 Years Ago
Modify the placement checks to take into account the new tag, barricades can now be placed onto rocks inside monuments
2 Years Ago
Add tags to rocks - v2 rocks - v3 rocks - rock formations
2 Years Ago
Add ability to tag all colliders of a prefab - use a component to store the tags if the GameObject already has a tag - add editor tool to add tags to multiple prefabs Add "AllowBarricadePlacement" tag - used to tag colliders on world layer inside monuments that are rocks and shouldn't block barricade placement