128,902 Commits over 4,232 Days - 1.27cph!
    
    
    
        
        
        
            
            
            
                
                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
 
                
                
                
                
                
             
         
        
            
            
            
                
                ▇▉▄▌▊ ▇▋▆▊ ▄█▆▉▉_▋▆█▅▋▉▊▋▋▄▊▆▊
 
                
                
                
                
                
             
         
        
            
            
            
                
                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
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix NRE in puzzle reset analytics when SpawnGroup referenced is destroyed
 
                
                
                
                
                
             
         
        
            
            
            
                
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                Fixed WireColorSettings.Get NRE
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from fix_console_chat_message -> main
 
                
                
                
                
                
             
         
        
            
            
            
                
                Catch error if supplying a console color that isn't a valid enum
- try catch the entire console logging thread so an error won't break the console
 
                
                
                
                
                
             
         
        
            
            
            
                
                Add `console_print_color` command to confirm colored console messages work
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix colorOverride being overwritten by LogType
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix chat messages not being logged to console due to stacktrace being null when PrintColoured() is called
 
                
                
                
                
                
             
         
        
            
            
            
                
                Scientist front turret now points the right way
 
                
                
                
                
                
             
         
        
            
            
            
                
                Screen shake & volume stuff.