12,921 Commits over 2,192 Days - 0.25cph!
MeshCull components now get culled correctly when inside of a HLOD volume
Fix some cases of occludee shadows remaining enabled after HLOD has beocme active
Update MonumentBenchmark with just the three testing monuments
Code review: ApplyBoundsChecks now takes an additional LayerMask that will get rejected regardless of whether it has a SpawnableBoundsBlocker, use this to remove a bounds check in SpawnHandler.Spawn
Code review: don't repeat physics checks for each BoundsCheck component on an entity
Fixed GameTips error if a player who has never used voice chat walked close to an NPC
FIxed build/client/server errors
Better selection of meshes to bake when a renderer has a mesh in each state (ie. permanently visible)
Cull some debris in gas station
Add a root HLOD to gas station and large oil for testing
Disable flare renderers if their intensity is at 0
Added an option to automatically assign a root HLOD to S2P, good for smaller monuments that can easily bake down into a single mesh (supermarket, gas station, warehouse, etc)
S2P now updates and bakes all child HLODs when building prefabs (for when we want to break a monument into multiple HLODs)
Fixed tea vitals not sized correctly
Fixed offset prefab causing offset baked proxy meshes
First pass on a HLODBounds component that grabs all renderers in it's bounds and creates a dedicated HLOD mesh
Added a Create Proxy Mesh button on the S2P component to quickly test what the baked down mesh looks like without runnig the full S2P
Added SceneToPrefabTag that can allow for forced inclusion/exclusion of renderes, as well as simplifying material arrays to exclude sub meshes
Only hide/show LOD components, not the full hierarchy (this will keep collisions intact)
Add graphics.StaticTileMonumentLod to toggle the new behaviour for performance comparison
Add LODMasterMesh component that enables a single mesh for a monument and disables all child renderers at a given distance
Leave the core monument untouched and bypass the ECS rendering/loading process
Fixed offset prefab causing offset baked proxy meshes
Fix handheld boom box not working (broken in 73143)
Hack around enough errors to get supermarket building static tile mesh
Fix typos in new aggressive lod convars
More boom box sync improvements
FIxed case where turning boom box+speaker system on/off repeatedly would alternately result in connected speakers not working
Fixed error when scientists dismount helicopter at oil rig
Add support for loading radio stations from the manifest metadata for mid-month updates
Merge from genetic_vending
Limit sale amount of plant clones to prevent purchasing unadvertised genes
(eg. red berry clone stack a has genetic XYZx2 and red berry clone stack b has genetic ZYYx3, the maximum purchase in one transaction will be the stack size of the clone that is advertised in the vending UI)
Include TargetEntity as a string, not a uint
Show genetic code when purchasing plant clones via a vending machine (in-person or via drone)
Reworked radio streaming LOD system to fix connected speakers playing distorted audio if player leaves range of root boom box
Improved audio sync when playing radio through multiple connected speakers
Increased maximum length of replicated string variables to 1024 characters, will allow 4x as many server assigned radio stations
Increased size of radio station picker UI
Re-enable TargetEntity in Feedback reports
Fixed a broken radio station, added new stations
Merge from content_reporting
Disable TargetEntity field in feedback (for now)
Fix mountables with allowHeadLook set to true not applying head look if they used a custom animator controller
Merge from trainyard_update
Merge from ugc_virtualscroll
Fix error when viewing cassettes in UGC browser
Add colour codes for team id 3000 (blue) and team id 4000 (yellow)
Fixed incorrect team ID lookup for events when determing colour of player nametag
Merge from ugc_virtualscroll