13,600 Commits over 2,710 Days - 0.21cph!
Merge from hackweek_renderlod_collapse
Move the update markers and previous life refresh process to happen 1s after the player dies, while the map is fading in rather than the instant the player receives their death RPC
No real visual change but moves the heavy processing to after the player has visually died
More thorough profiler coverage over the life infographic section
Remove the Scene2Prefab components on the bbq, small refinery, furnace, large furnace and campfire prefabs in the LootPanels scene
Changes made to these prefabs outside of this scene would be lost if we do a global S2P, sometimes leading to build breaking bugs
Set local scale to 1,1,1 on various wooden_crate props - used in lots of places and both child renderers were set to 0.99999994 scale on one axis, preventing collapsing.
Will need a global S2P to take effect everywhere
Fixed missing launch site HLOD generation
Auto run and toggle crouch will now hold their state when the player opens the chat
Fix some missing deploy guides
Fixed train tunnels not rendering properly on the map
TerrainHeightSet component now has support for Set (existing behaviour, will raise or lower terrain), Raise (will only bring terrain up, won't lower it) and Lower (will only lower terrain, won't raise it)
Industrial crafter now correctly gets collapsed
Collapse process will now update an EmissionToggle on the same object as the RendererLOD to reference the newly created renderer (fixes electric furnace)
Don't collapse a RendererLOD if any renderer has children
Fix some method names
Subtract
97528, was meant to be shelved
Merge from hackweek_renderlod_collapse
Fix collapsed renderers briefly not having an assigned mesh immediately after PreProcess, fixes item skin previews not cropping properly
Expose radiation resistance on the consumable information panel
Removed radiation exposure resistance from anti rad tea, it doesn't really work
Now exclusively provides radiation damage resistance (15%,30%,45%)
Merge from hackweek_renderlod_collapse
Merge from hackweek_renderlod_collapse
Fix coaling tower NRE (disable collapsing on light renderers for now)
Fixed skinned items missing materials when entering and exiting LOD range
Don't allow skinned mesh renderers to be collapsed
Merge from hackweek_renderlod_collapse
Fixed skinned beach chairs
Fixed reversed search light
Fixed powered water purifier
Added DontCollapseRenderer gameobejct tag for a quick way to opt out of the collapse process
Applied to industrial crafter
Fixed scale not being applied (this should also be fixed, disabling for now)
Don't apply collapsing to renderers with rotated LOD transforms (we couple probably support this but disabling it easier for now)
Fixed RendererLOD collapsing disabled components (these technically don't work for lods at all and will never change their visual based on distance, so we should fix them)
Enabled RendererLOD component on the vending machine
Fix incorrect information being passe to vending machine loot panel right after closing the map
Fix markers duplicating if the vending cluster is opened and closed too quickly
Merge from map_perf_improvements2
Fixed NRE when reopening a map with clustered vending machines
Player can now be looted while surrendering
Add surrender gesture action
See BasePlayer.CurrentGestureIsSurrendering
Revert lootpanel.bbq prefab
Added the ability for a looping gesture to hold their gesture after cancelling for a set number of seconds so we cna show the animation ending
Converted the friendly gesture into a looping gesture (just cut up the existing anim for now, it looks bad)
Applied to viewmodel and third person animations
Manifest + some hood texture file metas
Fix editor starting a new session on the death screen (I had to enable this for the sleeping_death_info_safezone branch, no longer needed)
Add some null checks to the oven loot panel to try and work around these warmup issues