13,069 Commits over 2,831 Days - 0.19cph!
Replaced all the assets in the inaccessible bathroom in NMS with prefab versions with colliders stripped
Converted the props in the Assets/Prefabs/Misc/Junkpile/New folder to MeshLOD
S2P supermarket, NMS, bandit town, water treatment
Rerun fishing village A and C S2P
Merge from techtree_panel_improvements
Updated the tech tree dialog to use pooling instead of instantiating and destroying it's contents when switching tabs
Halves the opening time (155ms->77ms) and GC (6.4mb->3.6mb)
Play the old workbench open/close sounds when opening a tech tree on a workbench
Play just the appropriate open sound when switching to a tech tree
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Added a global S2P mode that updates all HLOD (Tools/Scene2Prefab/Update All Force HLOD)
Global S2P with full HLOD update
Also included the new lighting files unity seems to want to produce for scenes
Removed UI.Dialog.EnterLockCode scene (just use the prefab)
Relaxed bounds check when flood filling seeds (putting on a branch as it's slightly too risky for a hotfix)
Resolves case where standing too far away from the planter would result in the player only being able to flood fill a selection of the empty slots
Fixed a case where holding shift and placing seeds after looking at a planter would throw client side building errors
Fixed a case where seed flood fill would show incorreect guides when looking at planter behind a building block
Fixed some bait items not displaying a max stack size of 1 (raw bear meat, likely more)
No actual gameplay change, just UI
Fixed items sometimes getting dropped in the world when caught in a fish trap intead of inserted into the inventory
Replaced all of the loot panels that get run with S2P in the LootPanels scene with their prefab version
S2P no longer processes any UI prefabs
Cherry pick
98470 for scene stats
Reconvert and remove MaterialSetup on various prefabs that conflicted with the last merge
Add /MemoryCaptures to ignore.conf
Revert arctic hazmat to old version without skin tests
Disable hand mesh rendering on arctic, diving suit, lumberjack, nomad, spacesuit, twitch and vanilla hazmat suits
Fixed graphics.collapseRendererLOD getting set to false every launch
Fixed industrial conveyor filter number fields scrolling when the player uses the scroll wheel on them
Don't show the IO connection at all if the player holds sprint while unlimitedIO is active
Fixed IO not being usable inside no build zone
Rolled freeUpgrade into freeBuild
Exposed all of the creative options in the rust editor window for easy dev access
Renamed noBuildCost to freeBuild
FreeBuild mode now allows you to build blocks to a specific grade rather than just twig
Selected build grade is displayed in the right click context menu while holding the planner, can be cycled with Q and E
Convert bypassrepaircooldown to freerepair, bypasses the cooldown and makes repairs free
Added creative.freeUpgrade, allows the hammer to change grades downwards
Added creative.freePlacement, bypasses all building checks
Added creative.unlimitedIo, removes limit on number of IO points, length of IO connection and auth/prevent building limits
Creative mode boilerplate, toggleable server wide via "creative.allUsers" or per player via "creative.toggleCreativeModeUser", intended for media production
Added creative.bypassRepairCooldown
Added creative.noBuildCost, allows free building of building blocks
Merge from hackweek_renderlod_collapse (last commit message was incorrect)
Merge from hackweek_renderlod_collapse (set the convar for this feature to false by default)
Added SuppressEyeMovement animator state behaviour, disables eye and eyelid movement while the state is playing and it's layer has >0 weight
debug.FakeSpeechPlayer now works in live gameplay (still admin only)
Merge from techtree_workbench_multi_access
Merge from fishing_changes_june_24
Trout and yellow perch bait value reverted to 10, 1 stack size
Raw fish is now worth 0.5 bait and can be used in stacks of 3 (max 1.5 bait value)
Catfish, orange roughy, salmon and small sharks now have a bait value of 0 (eliminates possibility of losing a valuable fish for a lower value fish)
thumb_up
12
thumb_down
45
Tech tree panel changes
Rename the tabs from Tier 1/2/3 to Level 1/2/3
Reduced the size of the close text slightly
Don't show the button at all for tech trees that the current workbench can't access
Added a tool to find any Instanced mesh filters that have a MeshLOD on the same obejct that hasn't been assigned (Tools/Optimize/Look For Orphan Instanced Mesh Filters)
Fixed the Wildlife Cull mission not registering polar bear kills
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Show all three tech levels all the time, disable the unavailable trees
https://files.facepunch.com/jarryd/1b0311b1/Unity_aTkR9v9t7l.mp4