192,689 Commits over 4,049 Days - 1.98cph!
Cache mesh in RenderListEntry
Added +/- 180 degree buttons to coverpoint inspector
merge from /pickup_fps_fix2
Individual, per-floor virtual AIZ setup.
Cliffside mask tweaks to pad up ore counts
Fixed the TriggerTrainCollisions invalid object rejection, re-enabled it
Marge Main -> Rail Network 3
Better attempt at fixing the layout fps drop when items are picked up/dropped:
-Remove layout component, manually layout the components in Update
-Remove RectMask2D on pickup widgets so they can all be batched
-Remove tween usage, animate widgets via a central update in NoticeArea driven by curves (result looks slightly different)
-Fixed pickup widgets not pooling
Removes all GC and reduces frame time from 8-9ms to 0.7-0.5ms in worse case scenario
Get clan chat working between servers on the nexus
TrainTrackSpline uses the new hierarchy system
Disabled my train collision rejection code until I solve its issues
Updated vehicle collision effect code, fixed the warnings re SubmarineDuo
Merge WorkCartUpdate -> Main
Increased the culling distance for trains and wagons, and set the wagon LOD groups to all match in their transition points. Improved my CopyLODValues script to manage culling points appropriately on LOD Groups that have a different amounts of LOD levels.
Don't run Alt topos in the corners.
Remaining cliff masks, give or take
Almost all cliff zones masked.
player anim, entity and world model animator updates,
added anims for world weapon, added separate ammo box model and lods, effect setup
Slightly reduced the intensity of the headlight emissive
New headlight and tail light materials that have a texture when the lights are turned off
Autospawn improvements WIP
train lods update and progress
prefab update
reapplying fps counter option menu
thumb_up
52
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35
Updated work cart gibs to reflect changes
Synced gibs in work cart prefabs
subtracting
70830, will reapply once fixed
Updated work cart LODs
Material tweaks
Reworked baked LOD materials to minimize pop-in
L2-3 custom navmesh data, spawns, patrol, move & cover points.
Fixed a bunch of desert spawn rules.
Added stables.
Fixed some floaters.
L1 cover points.
Added AICoverPointEditor custom inspector script with buttons to quickly rotate cover points +/- 90 degrees
Comment only. Added info on Hierarchy
PathList has Hierarchy variable that can be set to determine type (0 = ring road / rail, 1 = side road / rail, 2 = dirt trail / rail siding)
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L1 custom navmesh data, patrol route, move point, spawns.
Forgot Hapis map bundle assignment
Level 0 test spawner & patrol.
Set NPC stat override values for level 0.
(no s2p yet)
merge from hapis_conversion