11,000 Commits over 1,950 Days - 0.24cph!
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
Merge from improved_monument_proximity_warnings
WIP on a tool to trim out LOD faces that likely won't be visible
Revert manifest and plugins to match main
Removed jobs renderer system
Move UnwrapBaker to plugins, made it editor only
Fixed MeshLods getting modified by HLOD before they can Init
Ensure LODS are removed from the culling system when under the control of a HLOD
Fixed MeshLOD components not getting properly disabled by HLOD
Fixed admin UGC browser delete button not working
Added new PreventBuildingMonumentTag, use that instead of a general radius check when determining when to show the "Cannot build this close to..." message
A component with a reference to the MonumentInfo is required as in builds we flatten the hierarchy completely
Scene2Prefab will automatically apply these components to relevant colliders during the S2P process (so we'll need to S2P all the monuments before this change will take effect)
Sprays will no longer respect the Decay.upkeep_inside_decay_scale convar, they wiill always decay based on Global.SprayDuration even if they are indoors
Prevent incorrect decay calculation if global.SprayDuration is set to 0
FIx avatar switcher cancelling the current animation
Added AvatarSwitcher state machine component that switches the avatar of an animator when the state machine enters that state
SetHorseBreed now only requires admin (was developer only)
Add global.consolescale to change the font size in the console window
Don't allow sell order listings of genetic clones for multiple items, clones must be listed for a price per unit
example: listing 6 clones for a price of 6 wood = not allowed
listing 1 clone for 1 wood = allowed, and player can still purchase all 6 clones in one transaction
Add global.ClearSpraysAtPositionInRadius to remove sprays via Rcon
Add global.useSingleItemPickupNotice (defaults to true), uses a single item pickup notice and upates it with the amount collected if multiple resources are picked up quickly (should improve performance when using rapid collection tools like the jackhammer)
Increase max ESP player info budget time to 5ms
Made a new Radio tester editor window (Window>Tools>Radio Tester) that can check all included radio station URL's with a single command
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)