128,713 Commits over 4,201 Days - 1.28cph!
    
    
    
        
            
            
            
                
                Set dressing polish and some boosted bounce lighting in floating city 3
                
                
                
                
             
         
        
            
            
            
                
                Added boat building station deployment guide prefab with latest artwork
                
                
                
                
             
         
        
        
        
            
            
            
                
                Fixed barge surfaces not being picked up by HLOD (except casino). Rebaked HLOD in floating city 1 and 3.
                
                
                
                
             
         
        
            
            
            
                
                Switch more stuff to using cached parts
                
                
                
                
             
         
        
        
            
            
            
                
                Re-add hull flag, set on hull blocks.
                
                
                
                
             
         
        
        
            
            
            
                
                Added CachedBoatParts<T>
Cache lists of blocks, anchors, sails for now.
                
                
                
                
             
         
        
        
        
            
            
            
                
                added an elevator shaft to the casino roof in FC4
                
                
                
                
             
         
        
            
            
            
                
                standalone underground elevator lift shaft prefabs, models and baked LODs - to be used as a static elevator in monuments
                
                
                
                
             
         
        
            
            
            
                
                raised security tower cover
                
                
                
                
             
         
        
        
        
            
            
            
                
                removed Deferred Mesh Decal script from mesh object parent
                
                
                
                
             
         
        
            
            
            
                
                removed double LODing method on prefab causing errors
                
                
                
                
             
         
        
            
            
            
                
                supply signs lods, collision
                
                
                
                
             
         
        
            
            
            
                
                Casino LOD/COL/Prefab progress
                
                
                
                
             
         
        
            
            
            
                
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                HLOD and s2p for floating city 3
                
                
                
                
             
         
        
        
        
            
            
            
                
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                merge from contactsmenu_fix
                
                
                
                
             
         
        
            
            
            
                
                merge from menu_workshop_fix
                
                
                
                
             
         
        
            
            
            
                
                merge from steaminventory_warmup_fix
                
                
                
                
             
         
        
        
            
            
            
                
                merge from premium_text_fix
                
                
                
                
             
         
        
            
            
            
                
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                merge from wirecolor_nre_fix
                
                
                
                
             
         
        
            
            
            
                
                Clean: leaving a TODO note for one I return to this
                
                
                
                
             
         
        
            
            
            
                
                Fix not being able to place barricades on icebergs, icesheets, shore ice when close to a monument
                
                
                
                
             
         
        
            
            
            
                
                Clamp displacement radius, fix seemingly bugged alpha blend mode, bring back displacement decay using DstColor multiply
                
                
                
                
             
         
        
            
            
            
                
                made queue barriers R/W for batching
                
                
                
                
             
         
        
            
            
            
                
                tweaks to fluorescent lights type e prefabs drawing distances, added a culling distance as they drew forever
                
                
                
                
             
         
        
            
            
            
                
                New chainlink monument door (npc only and player compatible)
Add placeholder conversation for farm access, charges scrap for now (temp)
When a door is opened by an NPC in a conversation it will then be closed after 5s
                
                
                
                
             
         
        
            
            
            
                
                Fixed prevent building volumes on static minecart and railroad planter 
Removed sockets from new static seating entities
                
                
                
                
             
         
        
            
            
            
                
                Fix DeferredDecal component not being stripped from server entities
                
                
                
                
             
         
        
            
            
            
                
                Refactor copypaste into multiple methods to try and figure out why certain foundations and walls are missing from pastes
- unsure if it's a problem with copying or pasting so starting with pasting
- move RemoveOpthanedChildren() above when we start to spawn entities
- try to spawn entities in multiple passes to ensure parents are all spawned before children
- add more logging
                
                
                
                
             
         
        
            
            
            
                
                Switch certain dynamic occlusion entities to static occludees when we know they can't move
- convar `dynamic_occlusion_pausing` (0 = off, 1 = codelocks + industrial adapters on boxes, 2 = codelocks on doors)
- currently (and by default) every entity is considered dynamic if parented
- now certain entities can indicate if they are static (like boxes)
- converts codelocks to dynamic while the door is opening, converts back to static once finished
- will check all parents so a box parented to a tugboat will still be considered dynamic since it will find the tugboat as root parent
- reduces dynamic ocludee count by 80% (417->74) on a sample base (converts nearly all codelocks and industrial adapters)
- refresh entity dynamic status when running `refresh_renderers`
                
                
                
                
             
         
        
        
            
            
            
                
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                Make dynamicOccludees list public so it works with the command
                
                
                
                
             
         
        
            
            
            
                
                Set industrial adapter to not be dynamic
- still gets set to dynamic at all times since it's always spawned parented to an entity
                
                
                
                
             
         
        
            
            
            
                
                Add `print_occlusion` command to print the amount of dynamic ocludees
                
                
                
                
             
         
        
            
            
            
                
                merge from fix_puzzle_reset_analytics_nre