13,604 Commits over 2,922 Days - 0.19cph!
Merge from prefab_optimisations
Set aggresiveShadowLod and aggressiveShadowLodWearable convars to true by default
Possibly fixed the keypad multiple lod warning during startup
Add graphics.reportparticlesystems
Cull the moon pool water surface at 200m
Mark train tunnel dwellings and loot strips as OnlyVisibleUnderground, prevents a variety of meshes from rendering when the player is on the surface
Fixed missing server cull tag on salvaged sword world model, removes a useless transform on the server
Remove PlayerInput, ItemCrafter, PlayerBlueprints and SteamInventory components from all scientists and dwellers
Add mesh culling to various prefabs with shadow boxes
Disable shadows on table lods in lighthouse
Merge from trainyard_update
Fix vitals sized incorrectly
Copy player tool will now save textures and materials to disk if the piece of clothing/held entity is skinned
Minimise (where possible) changes to item pickup notice transforms
Add global.clearugcentitiesinrange (eg. clearugcentitiesinrange 5,5,18 30)
Resave T0 tech tree, fixes incorrect total required scrap display in tech tree dialog
Add a new SpawnableBoundsBlockers component that can be used to block spawnable objects from spawning inside their bounds
Applied this setup to trees and the prevent building volumes on ziplines so trees should no longer spawn in the path of ziplines
Merge from trainyard_update
Add global.showItemPickupNotices for debugging
Profiling
Added input.toggleads convar for toggling ADS
This will only apply when holding a gun or a melee weapon that can be thrown, right click interactions on other held entities (eg. torch) should be unaffected
ADS will be toggled off when switching between weapons or when a reload takes place
Add global.usersinrangeofplayer - identical to userinrange but uses a provided player (eg. userinrangeofplayer Jim 50)
Merge from contact_reporting (contacts screen layout update)
Update localization, fix button sizing
Switched LOD system on prefab cubes to unity's LOD as it works in screen space instead of distance, this means large blocks will cull from further away
Disabled batching (not compatible with Unity LOD) - all of these materials have GPU instancing enabled so they should still be reasonably efficient
All tiled cube prefabs now use a RendererBatch and will get culled at 150m
Add --json support to listtoolcupboards
Merge from listtoolcupboards
Include target entity id in content report
Move clearugcentity to global namespace
Add global.getugcinfo convar for retrieving all info (editing history, crcs, content type) from entities
Add server.clearugcentity convar, when provided an entity id it will delete any user generated content from that entity (can be used via rcon and will work for any entity that's compatible with the admin browser)
Offensive content report dialog now finds the UGC content closest to the centre of the screen (so it can be uploaded with the report)
Merge from trainyard_update
Add server.listtoolcupboards
Fixed typo when using ent_who on signs
Fixed NRE when attempting to report offensive content when not in a server
Layout changes
Made the seen/friendly/enemy buttons a toggle so it shows what the current state is (and prevents clicking on the same state)
Fixed diving tank worldmodel not having LODs setup properly
Added Tools/Optimizer/Convert LODGroup to RendererLod
Added Tools/Prefabs/Replacer to replace a bunch of prefabs while keeping their position
Removed most LodGroup components from fishing villages (results in visible meshes from a distance when usiong binoculars/scopes)
Cull speaker meshes on compound music stage
Don't use the aggresiveShadowLod convar on renderers with only 2 states
Cull CCTV static arm mesh
Cull some small pieces of the marketplace workbench prop
Reapply train tunnel changes
Merge from trainyard_update