12,463 Commits over 2,284 Days - 0.23cph!
Fix world model held cards not correctly syncing with hand position while caboose is moving
Added BaseMountable.PostLateUpdatePlayer, this gets called after all IK and animation updates are complete
Fixed start/end pipe rotation issues
Fixed several pipe rendering issues
Fixed LateCamera trying (and failing) to report frame times while not in play mode
Add graphics.terrainalpharangeextension convar that extends the clip range of terrain cutouts, fixing ground being visible over spaces like Launch Site
Update HLOD distances on large oil rig
Fixed a case where the HLOD mesh would fail to render
Added a Skip all HLOD toggle on SceneToPrefab, will preserve the last HLOD result
S2P gas station
Fixed both harbor monuments switching to HLOD mesh too close
Fixed not being able to toggle showCamInfo if debugcamera_lock is enabled
Disable HLOD mesh in Awake, prevents HLOD meshes appearing briefly when connecting to a game
Tools/Scene/Add Parent GameObject now sets the parent to the pos/rot/size of the target child
Now supports undo/redo
Merge from main (stomp trainyard changes locally)
MeshCull now works with occlusion culling
Ensure components are removed from the occlusion culling system when disabled by HLOD
Improved alpha cutoff of lighthouse hlod
Applied to other scarecrow variants
Fixed scarecrows not sending correct info with deathinfo, added a PrefabInformation but still missing an icon
Fixed NPC clothing getting transferred to corpse backpack
Subtract
75695 (again, thanks plastic)
Subtract
75695 with no merge tracking (npc clothing fix)
Various rotation fixes, still has issues
Fixed particle systems getting turned on incorrectly due to overload changes
Fixed event audio slider in options not properly applying convar
Fixed missing storage on snow machine
Fix RendererLOD switching to rendering shadows only if it's disabled by a HLOD component while still in rendering range
Use SupportsPoolingInParent on ReverbZoneTrigger
Fixed non-lodded pipe in supermarket
Fixed non-lodded broken tiles in gas station
HLOD meshes now get culled as part of the occlusion culling system
Fixed some missing structures in water treatment plant
Merge from halloween2022/mine_tnl_pooling
Fix deployed boom boxes throwing errors during demo playback
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Renames for clarity
Fixed arm meshes not being marked as update when offscreen
Add global.hideinteracttextwhileads, makes the interaction text (eg. "Open Door") mostly transparent and moves it down the screen to keep it out of the way of the crosshair while in ADS
Remove editor only framerate cap debugging
Rework how we store the framerate cap to fix some issues with the menu cap
Fixed missing legs on small oil