106,825 Commits over 3,836 Days - 1.16cph!
Redo satellite dish to fix some missing renderers
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Moved various objects away from the Ragdoll layer, so that we can allow actual corpse ragdolls to collide with vehicles while still having vehicles pass through small plants and bushes
Debris is generally the best alternative as it matches Ragdoll in that player collision ignores it, and player interaction detects it. The main difference is Debris ignores bullets and Ragdoll does not, so large solid objects can need a different option.
Summary of changes:
- Pumpkins, potatoes, hemp, corn, berries moved from Ragdoll to Debris.
- Generic item drop containers moved from Ragdoll to Debris.
- Various special event collectables moved from Ragdoll to Debris.
- Some vehicle storage containers moved from Ragdoll to Vehicle Detailed.
- Wood-Collectable and Halloween-Wood-Collectable moved from Ragdoll to World (unlike Ragdoll, the Debris layer ignores bullets, so large solid objects shouldn't use Debris).
- GrowableHeatSource, GrowableGenetics, and CeilingLight now look for growables on the Debris layer instead of the Ragdoll layer.
Don't register/unregister hidden LOD components from culling (brings HLOD system in line with CullingVolume)
Blackjack initial card deal, saving last actions
Fix gradient blocking clicks above the refresh button
Merge from main -> item_move_fixes
Add server tags for different regions
More UI work to make things look nicer
Added MaxSlopeRadius / MaxSlopeDegrees to WorldPositionGenerator (can be used for a mission to check for flat ground within a radius)
Added CheckSphereRadius / CheckSphereMask to WorldPositionGenerator (can be used for a mission to avoid certain layers, like player construction, within a radius)
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LoadMapFile has a button to create a new empty / template scene with everything it needs for a map file to be loaded into
Add Facepunch.Flexbox
WIP server browser UI tweaks to make filtering servers nicer
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Remove the ControlledBy field on LODComponent, doesn't seem to be needed anymore
Remove my DoPrepareAll method. This is in fact one already, not easily detectable as it works via reflection.
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Trees have FilterRadius = 2 to ensure some distance from rails
SpawnPopulation contains FilterRadius property to check the spawn filter in a radius
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Fixed gate external stone gates displaying incorrectly at a distance
Ensure environment / lighting parameters are updated after loading screens (to prevent outdated lighting until the player starts moving)
Merge Caboose -> Blackjack. I promise this is the last merge today.
Result of running DoPrepareAll on this branch
Fixes from running DoPrepare on everything. Why is it exclusively my stuff that needed it 😓
Cherry pick my DoPrepareAll method
Fixed my DoPrepareAll method not saving its changes - added EditorUtility.SetDirty
Added a static method to the Tools menu that runs DoPrepare on all BaseNetworkables at once
Fixed train wagon loot needing a DoPrepare as well + other fixes
Merge Caboose -> Blackjack again
Removed performance cost of DynamicMouseCursor by extending StandaloneInputModule and accessing the protected last raycast data, improves CPU time by 0.5ms while cursor is visible
Caboose folder move, put it with the rest of the train stuff
Merge Blackjack -> Caboose, to fix blackjack compile errors
Moved all train cars to one parent folder. DoPrepare + manifest update for the new IDs (IDs are based on path)
Trains now share one TriggerParent prefab
Merge from modding_prefabs
Added glowing cubes (warm, cool, red, green, white)
Moved all tiled cubes to World layer (previously using default)
Increased culling distance for all tiled cube prefabs (may require some tweaking)
Additional tiled dev cubes