1,097 Commits over 426 Days - 0.11cph!
Restore Recycler change from apartments
Merge from PlayerMaintainedMonuments
Codegen, phrases, manifest
Fix compile error
Merge from main
Kept Oilrig_1.prefab PlayerMaintainedMonuments version
Add powergrid stages
Updated all current powergrid connected things to work with stages. Each stage has a certain number of required fuses, some things will only power on at a certain stage
S2P powerplant
Progress on integrating building block colours into the recently added EntityColourSwapLookup config asset
One config to rule them alll
Will allow building blocks and other entities to share the same colour datasets, like the industrial shelves and shipping container skins
Change IsLowDetail in IsShadowInsignificant so a renderer with 2 LOD states does not always disable shadows with aggressiveShadowLod setting enabled
Now only disable shadows if the current LOD is within the lower LOD range for this renderer. If only one LOD state exists then still disable shadows like before
Fixes the hatch part of the ladder hatch not rendering shadows with aggressiveShadowLod enabled
Merge from conversation_disconnect_fix
Fix NPC conversations not being correctly cleaned up if disconnecting while talking
Merge from MonumentBlockers
Merge from MonumentBlockers2
Codegen, localization, manifest
Restore Recycler change from apartments
StagedResourceEntity now supports RendererLOD components as well as MeshLOD
Update StagedDestructionEntityInfo to use a GameObjectRef to the source mesh asset rather having to serialize a mesh for each LOD
Use the source mesh asset to ascertain which mesh and materials we should apply for each LOD stage
Fixes new trolley blocker using the wrong materials when switching destruction stages. Also less faffing around with meshes in the editor than before
Update all StagedResourceEntity prefabs so they work as before
Remove recycler powergrid settings per recycler, now setup per recycler zone in the RecyclerConfig asset
Set all standard recyclers to be powered off without an online powergrid, safezone recyclers unaffected
Fix the recycler light being in the wrong state when entering network range
Merge from PlayerMaintainedMonuments
Take compound scene from main, S2P
Merge from hideheldentity_hack_embrace
Optimise SendNetworkUpdates in chainsaw, the original sin for this bug
Remove invoke delegate allocations across chainsaw
Fix another issue which would cause any held entity to not be hidden if entering network range of a player performing a looping gesture
Fix all the invoke delegate allocations in BasePlayer-Gestures
Merge from worldposiitongenerator_optim
More optimisations for missions WorldPositionGenerator
Remove the uneccessary persistent heap allocations for quadtree element arrays and element->rect lookup. Just store rect arrays directly
Only keep in memory rects which we know are within valid bounds for a given set of input values rather than all of them
Don't do boundary checks on those rects which have been preprocessed (we already know they are within valid bounds)
Remove some garbage allocs from lambda captures in PrecalculatePositions (takes place once at server boot)
Merge from apartment_complex_monument
Merge from apartment_complex_monument
Subtract merge from main
154957
Embrace the yeet. Ignore any network position updates whilst the held entity is hidden below the map
Much safer fix for held entities potentially reappearing during gestures when they should be hidden
Attempted fix/refactor of how we hide held entities whilst performing gestures
Held entities are now properly holstered/redeployed instead of being yeeted 1km below the map for the duration of the gesture. The redeploy happens instantly (same as before)
Seems to work okay, seemingly only a few small issues to iron out
Remove concept of global available power amount for now, instead each powergrid access point has a base amount it provides when powered. Inserted powerplant fuses increase this amount at every access point. Felt like the cleaner way of distributing power regardless of map size and number of access points.
Rename powergrid_generator.static prefab as it isn't really a generator
Add option to electric generators for what they should do if they require the powergrid but server has powergrid disabled (do we want certain powergrid connected circuits then always powered on or off)
Fix the power plant high grade fuseboxes using the wrong loot panel type
S2P powerplant
Enable powergrid settings on the recyclers in outpost for demo purposes
S2P outpost/compound
Update files that are showing as different from main
Merge from m16a2/turret_burstfire
Restore missed change in last commit
Cache the invoke delegates in AutoTurret.Server
Restore changes from merge