121,692 Commits over 4,048 Days - 1.25cph!
More gib r/w updates:
Rowboat, kayak, workcart
Single and double doors (also updated these to show the skin of the destroyed entity on the gibs)
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More WIP. Mostly all working correctly now.
Added code support for Matt's new gib particles, can be enabled with a drop down on the gibbable component and caches the bounds of the gibs
Disabled for now
Enable r/w on engine_module_Gibs and tier1WorkBench_gibs
WIP pause between turns. Splitting the EndTurn process into EndTurn and StartNextTurn. Making code not rely on EndTurn moving on immediately.
compile fixes
implemented magnet crane into junkyard
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Experiment with unloading more of the higher resolution mipmaps (if there's pop in let's try increasing budget before reverting)
Enable streaming mipmaps on a bunch of newer deployables
Add texture.streamingBudgetOverride to specify your own budget for streaming textures (instead of the defaults from graphics quality)
Add a bit more stuff to texture.stats
Texture import analyzer highlights deployables to enable streaming mips
grass.maxthreads 8 default
Lowered LOD distances on all bushes
Skipped LOD0 on arctic and arid grass
Skipped LOD0 on temperate and tundra grass
rocket_factory_ceiling_support_b needs to be readable (no separate collision mesh)
crane magnet cabin update
Merge from foliage_optimization
bumping up snow ore population density
fixed offset on xmas door garland
tugboat LOD distances set back to what they were before
reverse engineering a fix that was developed years ago for puzzles loot not respawning and re-applying it while cringing to no end
Improved placement of PlayerDetection gizmo at sat dish
attempting to fix no material on small box gibs (not sure how this one came into existence now though)
fixed incorrect walkways shadow mode
Use lower LOD for shadow proxies on sphere tank and walkways
sheet metal covers shadow caster material uses alpha mask
Use lower LOD for shadow proxies in pipelines
Use lower LOD for shadow proxies in sewer tunnels
merge from biome_dependant_foliage
BiomeVisuals now supports pooled prefabs / entities
Scene to prefab - prefabs only
Saplings biome variant prefabs
combing monuments for severed prefab links for foliage