12,618 Commits over 2,284 Days - 0.23cph!
Removed performance cost of DynamicMouseCursor by extending StandaloneInputModule and accessing the protected last raycast data, improves CPU time by 0.5ms while cursor is visible
Drop HLOD texture sizes to 512
HLOD water treatment plant after merge
Fixed hurt punch screen overlay occurring when the debug cam is active
Reduce all HLOD textures to 1024
Fixed skip generation HLOD option not working
Added fps.limitInBackground client convar that reduces fps cap to 15 while the game isn't in focus
Doesn't apply in the editor as clicking outside the game view in Unity is considered not in focus
Don't report performance analytics while the client is in the background if this setting is on
Fixed viewmodels not appearing after reconnecting if player disconnects while gesturing
client.showcaminfo is now saved
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Increased size of prevent building volume around ziplines (this will also remove more trees around ziplines)
Post zipline spawn tree checks are now larger
Increase lighthouse LOD swap distance
Fixed missing geometry on dome HLOD
Moved all horse idle and footstep sounds to new occluded sound class so the horse idle sfx shouldn't be audible inside of a base
Animal idle animations now have a randomised cycle offset so they won't play their animation in sync with other animals
Applied to horses, wolves, chickens, bears, boars and stags
Fixed wooden signs not being able to be picked up
Free spray radial option when holding a spray can will now read "Free Spray" instead of "Graffiti Pack" (Will need a phrase rebuild)
Update harbor_1 to include the hanging container in the HLOD
Switching the graphics.hlod convar now immediately updates all LODs, bypassing the budgeted update (this was taking up to 30s to change the lods of every object in the world in proc gen, making comparisons difficult)
Merge from timeline_recorder (cinematic tools, should have no impact at runtime)
Merge from firstpersonspectate (various fixes)
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