13,656 Commits over 2,741 Days - 0.21cph!
Update localization, fix button sizing
Switched LOD system on prefab cubes to unity's LOD as it works in screen space instead of distance, this means large blocks will cull from further away
Disabled batching (not compatible with Unity LOD) - all of these materials have GPU instancing enabled so they should still be reasonably efficient
All tiled cube prefabs now use a RendererBatch and will get culled at 150m
Add --json support to listtoolcupboards
Merge from listtoolcupboards
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Include target entity id in content report
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Move clearugcentity to global namespace
Add global.getugcinfo convar for retrieving all info (editing history, crcs, content type) from entities
Add server.clearugcentity convar, when provided an entity id it will delete any user generated content from that entity (can be used via rcon and will work for any entity that's compatible with the admin browser)
Offensive content report dialog now finds the UGC content closest to the centre of the screen (so it can be uploaded with the report)
Merge from trainyard_update
Add server.listtoolcupboards
Fixed typo when using ent_who on signs
Fixed NRE when attempting to report offensive content when not in a server
Layout changes
Made the seen/friendly/enemy buttons a toggle so it shows what the current state is (and prevents clicking on the same state)
Fixed diving tank worldmodel not having LODs setup properly
Added Tools/Optimizer/Convert LODGroup to RendererLod
Added Tools/Prefabs/Replacer to replace a bunch of prefabs while keeping their position
Removed most LodGroup components from fishing villages (results in visible meshes from a distance when usiong binoculars/scopes)
Cull speaker meshes on compound music stage
Don't use the aggresiveShadowLod convar on renderers with only 2 states
Cull CCTV static arm mesh
Cull some small pieces of the marketplace workbench prop
Reapply train tunnel changes
Merge from trainyard_update
Added graphics.aggresiveShadowLodWearable convar that disables shadow casting meshes on > 0 LODs for non-essential clothing, skin should be unaffected so the rough shadow shape should be similar
Added automatic setup via Tools/Cleanup/Wearable Shadow Lods
On a fully clothed player/npc this removes 5-6 shadow casters per entity
Update entity cleanup finder to identiify NPC's with unneeded components
Removed PlayerVoiceSpeaker, PlayerVoiceRecorder and MouthSpeaker from all NPC's
Enable GPU instancing on keypad lock materials
More aggressively LOD keypad visuals
Add Tools/Find/Immortal Entity Cleanup to search and flag issues on immortal entities, looks for sockets right now
Removed sockets from SaddleTest
Server.statbackup will now only record mission completes/fails
Camera info readout now shows "Blur=off" if dof is disabled
Fixed offensive content images not getting sent with feedback report when sending report to external endpoint
Require a subject line and message when submitting offensive content reports
Fixed blood effects randomly appearing white when getting shot (should only appear white when hide blood option is enabled)
Move NPCWalkAnimation queue to LateUpdate
Fixed LODs and removed sockets on static telephone
Powerline platform tarp LODs
Remove sockets on npc vending machines
Add graphics.aggresiveShadowLod convar, disables shadows on small meshes (<2m on all axis) on the last LOD level
Disabled 4 shadow casters on npc vending machines
Disabled ~40 shadow casters on lower LODS in the fishing village shop dressing (mostly small fish models)
Add graphics.ReportShadowCasters
Improved layout on report bug dialog to better fit the offensive content option
Merge from adminpanel_ugc
Increased size of preview image for signs
Merge from adminpanel_ugc
Fixed expanded sign preview getting smaller each time the admin panel is opened
Fixed hanging sign image getting displayed backwards
Fixed pooling issues with pattern boomers in UGC panel