758 Commits over 365 Days - 0.09cph!
Merge from findobjectsoftype_replace
Merge from setflag_change
Bring usages of obsolete SetFlag back to 0 after merge
Merge from editorshortcut_selectprefabroot
Merge from lr300space_display_fix
Changed physics material on barricades blocker from metalore to metal
Remove some debug logs from MonumentBlocker script
Added the special powerplant fuseboxes to powerplant scene so it's testable in procedural maps. S2P powerplant
Deleted some powergrid testing prefabs
Give barricades blocker its own protection property asset
Setup MonumentBlocker script with support for different gibs at different destruction stages
Make new entity prefab for barricades monument blocker
Modify resources dispensed by the barricades monument blocker
Remove ResourceStages from StagedResourceEntity, data here has since been migrated to StagedResourceEntityInfo and no discernable reason to still have it
Replace various usages of FindObjectsOfType with faster FindObjectsByType without sorting
Most usages are editor only or convar utils, but get some small gains like speeding up FindMapEntities on server init on a 4.5k map from 189ms to 63ms
Setup powergrid IO access points on all the procedurally spawned powerline poles which have electrical boxes
Remove terrain erosion component from test map
Allow ladders to be rotated squint on powerlines rather than nicely aligned upwards if holding shift whilst placing
Doesn't seem useful but also feels like it should be allowed
Add a stripped back procedural map for testing all maintained monuments
Scenes->Dev->Maintained Monuments Procedural Map
Allow ladders to be deployable on powerline poles
Rebuild manifest
Disable mipmaps on the LR300 display numbers texture, fixes the ammo readout not rendering
Disable biome layer on the number materials, did not appear to be doing anything
Rebuild manifest
Remove duplicate part visibility rule on m16a2 entity
Add editor shortcut for selecting prefab root asset from a selected prefab instance
Setup components to allow for holosight to hide its sight rail depending on gun it is attached to
Fix buttons always showing as red at lower LOD
Turret uses burst fire if attached gun is forced to use burst fire mode
- Fix simple handmade sight not enabling sight rail
- Fix some sights not always enabling sight rail on viewmodel
- Fix sight rail not always showing when holstered on back
- Fix worldmodel using the LR300 mesh
Update vm attachment prefab to use complete new FBX asset
Allow toggling more than one gameobject based on ammo > 1
Better fix, make setting ammo_true false params its own option on the component
Quick fix for ammo_true and false params not being set on viewmodel component
- Add settings for emission colour to entity colour lookup asset
- Allow spraycan color change component to set which shader properties it should target
- Spraycan color change component now handles present EmissionToggle components on its target renderers
Add new method of setting flags, mark old one as obselete
Update all usages of now obselete SetFlag to use new method
Merge from ide_warnings_fix
Fix some compiler warnings being flagged as errors in the IDE