13,105 Commits over 2,831 Days - 0.19cph!
Added recorder and timeline packages (these already exist on media_projects, but could be useful on main)
Harbors, lighthouse, junkyard
More monument HLOD setups
Add an editor display to LODMasterMesh to show how far away the camera is
Update airfield, launch site and large oil with new settings
LODMasterMesh components now calculate distance to the main camera based on how far away the camera is from the edge of their bounds (calculating distance to a single point was problematic when some monuments are so big)
Fixed some inconsistencies with bounds when grabbing renderers
Better default cutoff alpha
Reowrk cutoff height, fixes multiple HLODS culling renderers outside of their bounds
Add graphics.staticTileShadow to control whether the HLOD meshes draw shadows
Modified inventory.deployloadout to use the local player if a player isn't provided
Added inventory.clearinventory, will use either a targeted player or the local player if no target is provided
Added inventory.disableAttireLimitations, allows players to equip NPC only clothing as well as combinations that would normally be illegal (hazmat+sunglasses) for cinematics
Fixed cycling through spectate targets with space and ctrl causing the player to spectate NPC's
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Fixed viewmodel bob applying like the player is running while mounted to a moving entity while spectating
Fixed NRE when submitting items in a dropbox
Codegen, fixes missing commands
Revert cactus 1, 2, 3, 5, 6, 7 and reapplied BoundsCheck component
Improve visibilty cull check to take into account alpha on cutout meshes (if a raycast hits a surface that is alpha'd out, it continues until it hits a surface that isn't)
Fixed generated materials not getting alpha cutoff keywords correctly applied
Fixed screen shakes not applying while first person spectating in a demo
Add support for offsetting the mesh trimmer process
Fix some issues when using mutliple HLOD's on large monuments
Merge from zipline_trees (trees should no longer spawn in places that will block ziplines)
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Fixed Jump and Duck buttons not working in demos to switch between first person spectate targets
Fixed some cases where the body mesh could remain visible when switching between players in a demo while spectating
Fixed some crosshair issues when switching between players in a demo while spectating
Added a minimum triangle edge length to mesh trimmer options
SceneToPrefabTag now support specifying a non-final LOD index
Fix decal cull NRE when part of monument
Fix hud toggles not working in demos
layer.toggle, layer.show and layer.hide commands can now be run in demos
Add a minimum triangle size setting to MeshTrimmer, defaults to 0.1
Good for removing detail that won't be visible at long ranges, leaves some holes in geometry but it would be difficult to notice at a distance
Removes 50% of the geometry on supermarket HLOD with very little visual change
No longer need to add potential player death sources to the master list on the Death Screen prefab, added a "shownOnDeathScreen" toggle on the PrefabInformation and the list is generated at runtime
Enabled the new toggle on all prefabs that were in that list
Also allow HUD component toggles