113,157 Commits over 3,928 Days - 1.20cph!
Fix compile errors when putting editor in SERVER mode
- only allow SceneToPrefab to work when in CLIENT + SERVER mode (it only required CLIENT before)
merge from monument_scenes -> aux2
Scene2Scene every monument
Don't show health info on the DPV if player is mounted
Store prefab's path inside ScenePrefab
- used for PreProcess: not convinced it's critical but good to include
Add ability to toggle the feature on and off (until it's stable)
- convar `monument_scenes` turns it off (default enabled)
- add '_scene' onto end of cut-down prefab
- remap large monument prefab -> cut-down prefab when spawning & the convar is enabled
Added decay to the DPV, same settings and convars as submarines
Fix my timeSinceLastUsed not starting at zero
Merge from snow_effects_roll_back_and_meshLOD_conversion
Added auto-surfacing to the DPV - floats to the surface if unused for 10 minutes. Also don't allow up/down input if engine is off
Fixed all cases of the kitchen_cabinet_100 and kitchen_cooker prefab getting repositioned
Affected some underwater labs, desert military bases and arctic research base
Fixed colours on static ore nodes at excavator
S2P arctic research base, seems to resolve some out of date models
Fixed pipe colours on small oil rig
Fixed all of the pipe colours on large oil rig
merge from main -> monument_scenes
Merge from snow_effects_roll_back_and_meshLOD_conversion
S2P bandit, fishing A, stables A, compound (no HLOD)
Removed all RendererBatch components from CargoShipTest and enabled IsDynamic on a few missed objects
Fixed pattern sofa incorrect material
Fixed candle group fx positions now that the model has changed slightly
Fix build compile errors
Fix loading scene by path instead of by name in standalone builds
Scene2Prefab will output prefabs disabled so monuments can be moved to correct position before OnEnable() is called
- enable the prefab once the monument scene is loaded
Package all monument scenes into `monument_scenes.bundle`
Roll searchlight back to renderer lod, requires a 180 degree asset flip
Fixed powered water purifier error
Fixed industrial crafter error
Fixed powered water purifier, storage monitor deploy error
fixed bike NRE (no skinning on the bike yet)
Keep components attached to AddToHeightMap and AddToWaterMap
set correct texture scale in engine
Delete components in one sweep instead of as we are iterating through components
- also allows us to mark components as required by other components
Merge from fluid_combinersplitter_fix
Fixed fluid combiner gibs using fluid splitter material, updated destruction sound
updating motorbike model/texture/mat/lod/gibs
Fixed fluid combiner and fluid splitter snapping issues, also adjusted their deploy volumes
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merge from main -> monument_scenes
merge from electricalheater_fix
Added Panther assets - Lods, mats, models and textures
Fixed a bunch of weird bugs with pulling over
Lights flag now sets at night
Dynamic destination distance checks
Fixed electric heaters not heating planters right in front of them
player update. exported 3p kayak anim set
Aligning state now applies force and does appopriate angle checks
Pull over methods use the brakes like everything else
Is server check on client scripts
Refactor vendor prefab into categories