113,192 Commits over 3,959 Days - 1.19cph!
Merge from cinematic_tool_branch_swap
Added the following editor only cinematic tools that already exist on cinematic (will cause conflicts when merging to media_projects, will fix that next):
LODStripper
MaterialDumper
PlayerCopyTool
SceneCameraLock
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NPC angry anim tweaks. Updated NPC seed number
Fix for more skinviewer skins that we're showing up in some situations
Fixed 3D pack icons not stretching anymore
Fixed invisible Tomaha in skin viewer when in-game
Fixed some skin models not showing up when using the item store in-game. Except Tomaha, which us being difficult.
Ensured clusters can be expanded when marketplace is open
(Still some issues)
Add WasHit parameter to tutorial npc
Force the tutorial npc player model to always use the same player seed (12345!)
Add server.tutorialEnabled convar, defaults to true, if false players will not be prompted to start the tutorial and will not be able to start a new tutorial
SingleVendor now uses IComparable
List sorts accordions to the bottom
Less UI edge fade (skin viewer)
Remove old tutorial gestures (no longer used, we have a standalone tutorial animator now)
SkinViewer lighting polish
Fixed IconRender scene requiring craggy to be loaded previously for proper lighting
Fixed NRE issues with boat vendor
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Generating points on the fly instead of caching them
Fixed a few edge cases when snapping from one wall to another
Restricted to walls
Pass prefab import context into DoPrepare but didn't end up speeding up imports or builds
Apply `IDoPrepare` interface to all components with the reflection "DoPrepare"
Change `Rust.Editor.ForceLabel()` to not save the asset (you can't save to disk when importing)
Remove all "SavePrefabAsset()" calls inside `DoPrepare()` methods
Remove all `SetDirty()` calls inside `DoPrepare()`
See if we can skip the "PreparePrefabs" part of build process by moving prefab processing from build step -> import step
- add AssetPostprocessor to call "DoPrepare" methods while assets are being imported
- add IDoPrepare interface to replce the reflection based method
tutorial end cinematic mixdown tweak
Partial revert of
93310 to re-enable 3D skin views when item store is used while in-game
Fixed issues lignting with store when in-game
merge optimize_build_generate_manifest -> main
(test if it makes a difference)
Apply `AssetDatabase.StartAssetEditing()` to the entire "Update Game Manifest" instead of just "Prefab Prefabs"
Finished harbor 1 dressing
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Fill items on the last row of the abyss pack
Close takeover screen when clicking anything off of it
Force scroll to top on takeover screens cause they keep auto scrolling down a bit when editing prefabs
Split items into two rows for lumberjack takeover
Fix incorrect sizing of skin viewer on takeover screens
Finish hooking up modal details
tutorial end cinematic audio tweaks