10,994 Commits over 1,950 Days - 0.23cph!
Merge from tools_demo (allows F1 layer toggling in demos)
Run bandit town HLOD after merge
Added tooltips to HLODBounds component
Adjusted powerplant setting to properly cull underground geometry
Rename and simplify all HLOD convars
LOD changes now happen in a budgeted queue when entering/exiting a HLOD range
Don't disable the HLOD mesh until all of the actual meshes are visible to reduce popping
SceneToPrefabs fixes
Added graphics.staticTileDebug to verify the LOD changes at runtime
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Readded some hlod settings
Fixed mesh trimmer causing corruption on meshes with UInt32 index format
Trainyard, water treatment
Better default HLODBounds settings
SceneToPrefabTag now takes priority over the minimum height settings
Setup satellite dish, dome, stables, sewer branch, swamp_c and trainyard
Fix hardcore tag in server browser not toggling
Fix exceptions after respawning when a player gets killed mid conversation
Fixed conversation UI remaining active after respawning
Warehouse, small oil rig, powerplant
Restore hlod prefabs to each monument that had them before the merge
Remove default hlod options from SceneToPrefab component (better to just add child components)
Added menu item to S2P all monuemnts with HLOD components
Backup hlod settings from all monuments processed so far into separate prefabs
Compass now orients correctly based on current player being spectated in a demo, rather than always based on the player who recorded a demo
Fix dynamic LOD components not getting updated at all in demos (fixes disappearing horses, vehicles, etc)
Fixed large_industrial_prop_c in military tunnels invalid LOD setup
HLOD now ignores any renderers with the Nature/Cliff shader
Fixed eoka attempted fires not being shown when first person spectating
Fixes NaN errors from projectiles that are paused mid flight (only applies to demos)
Can now press F3 to switch between first and third person while spectating in a demo
Suppress weapon deploy animations when switching between players while spectating
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Use the standard ragdoll eye perspective when spectating a player who is dead
Properly lerp between crouched/standing views while spectating
Fixed viewmodels bobbing incorrectly when first person specating in a demo with graphics.viewmodelcamera set to false
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