10,994 Commits over 1,950 Days - 0.23cph!
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
Allow the Tools tab to be used in Demos
Refactored mesh trim settings, adjusted height on gas station to properly remove interior faces
Update HLOD system to call MeshTrimmer process as part of Scene2Prefab
Clean out any extra vertices, saves about 1000 verts/normals/etc
More progress, mesh trimmer now mostly removes triangles on lower lods that won't be visible (obscured by other triangles)
Cuts about 2k triangles off LOD3 of supermarket HLOD with no visual difference
Merge from content_reporting
Merge from single_pickup_notice
Fix showing item stack counts on items that didn't formerly show stack counts
Fixed some unneeded usings
Fixed case where the final hit on a resource node would calculate the total amount in inventory incorrectly on the item pickup notice
Ran S2P on all named monuments with prevent building volumes, no monument scene files were changed
Made a new S2P menu option to only update monuuments with the above conditions, commented it out though since this should only be needed once