13,105 Commits over 2,831 Days - 0.19cph!
Fixed tutorial missions missing an icon on the map screen
Fixed tutorial island sometimes not being visible on the map due to map clamps
Merge from qol_industrial_conveyor_filter
First pass on a section in the options menu to customise gesture wheels
Can now set any gesture to any slot on both wheels
Initial support for an extra gesture ring, uses the next/previous system that building block skins use
Merge from snow_effects_roll_back_and_meshLOD_conversion
Fixed some incorrect tarp colours on oil rig
Fixed ceiling light not being interactable and gibs missing material
Disabled colliders on cctv desk to fix not being able to mount
Fixed some more pipes with incorrect colours on large oil rig
S2P both rigs with hlod
Fixed some containers that have changed colour on the tarp cargo ship variant
Updated the replace objects with prefab tool with a new tool that just replaces the objects selected object with the provided prefab, no string filtering
Fixed more cases of objects not being marked as IsDynamic on cargo ship, unsure how they keep slipping through
Initial boilerplate for a customisable gesture wheel
Saves the current wheel loadout into convars (eg. GestureCollection.Slot0Bind "clap")
Merge from techtree_panel_improvements
Fixed button listeners not getting cleared properly when recreating the tech tree, leading to some NRE's
Merge from snow_effects_roll_back_and_meshLOD_conversion
Fixed all cases of the kitchen_cabinet_100 and kitchen_cooker prefab getting repositioned
Affected some underwater labs, desert military bases and arctic research base
Fixed colours on static ore nodes at excavator
S2P arctic research base, seems to resolve some out of date models
Fixed pipe colours on small oil rig
Fixed all of the pipe colours on large oil rig
Merge from snow_effects_roll_back_and_meshLOD_conversion
S2P bandit, fishing A, stables A, compound (no HLOD)
Removed all RendererBatch components from CargoShipTest and enabled IsDynamic on a few missed objects
Fixed pattern sofa incorrect material
Fixed candle group fx positions now that the model has changed slightly
Roll searchlight back to renderer lod, requires a 180 degree asset flip
Fixed powered water purifier error
Fixed industrial crafter error
Fixed powered water purifier, storage monitor deploy error
Merge from snow_effects_roll_back_and_meshLOD_conversion
Created a tool to print out any RendererLODs in the loaded scene that can be converted to MeshLods (Tools/Optimize/Find convertable RendererLODs in scene)
Went through each monument looking for stragglers, some notable finds:
-the xmas set dressing prefabs for compound and bandit town were largely still using LODGroup, almost all of these are now MeshLOD
-converted several rooms in a few monuments that were completely disconencted from their root assets (mil tunnels most notably)
Update wooden_crate_e (and it's camo version) to MeshLOD
Replaced all the assets in the inaccessible bathroom in NMS with prefab versions with colliders stripped
Converted the props in the Assets/Prefabs/Misc/Junkpile/New folder to MeshLOD
S2P supermarket, NMS, bandit town, water treatment
Rerun fishing village A and C S2P
Merge from techtree_panel_improvements
Updated the tech tree dialog to use pooling instead of instantiating and destroying it's contents when switching tabs
Halves the opening time (155ms->77ms) and GC (6.4mb->3.6mb)
Play the old workbench open/close sounds when opening a tech tree on a workbench
Play just the appropriate open sound when switching to a tech tree
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Added a global S2P mode that updates all HLOD (Tools/Scene2Prefab/Update All Force HLOD)
Global S2P with full HLOD update
Also included the new lighting files unity seems to want to produce for scenes
Removed UI.Dialog.EnterLockCode scene (just use the prefab)
Relaxed bounds check when flood filling seeds (putting on a branch as it's slightly too risky for a hotfix)
Resolves case where standing too far away from the planter would result in the player only being able to flood fill a selection of the empty slots
Fixed a case where holding shift and placing seeds after looking at a planter would throw client side building errors
Fixed a case where seed flood fill would show incorreect guides when looking at planter behind a building block
Fixed some bait items not displaying a max stack size of 1 (raw bear meat, likely more)
No actual gameplay change, just UI