108,634 Commits over 3,867 Days - 1.17cph!
merge from hood_and_cuffs
merge from collapse_renderers_default
Enable condition on handcuffs item
undo projectsettings.asset being commited
Undo projectsettings.asset being commited
See if this fixes aux1 client buld
Merge compile fix to aux1
Fix compilation error on server
Merge from scene_warmup -> aux1
Only require scene_warmup prefab as parts of async asset warmup was running
Add async and synchronous LevelManager.LoadScene() methods as the async one was having issues running on main thread
Add more logging and try catch if a scene fails to load
- don't throw error if warming up a prefab twice, but delete it and log a warning
Merge from tutorial_map_fix
Increase size of water backing on tutorial island map marker
Fixed item icon NRE's when first person spectating
Fixed incorrect camera position when first person spectating players on bikes (would have affected any other mountables that used the FirstPersonWithArmsEyesLerp mountable feature)
Fix client compile quickly before Jenkins notices
Merge from snow_effects_roll_back_and_meshLOD_conversion
Adjust sidecar bike steering
Refactoring, consolidated player reaction code
Merge from snow_effects_roll_back_and_meshLOD_conversion
Merge from snow_effects_roll_back_and_meshLOD_conversion/hlod/
Full global S2P and HLOD regeneration
Switch from asset warmup -> warming up scenes of prefabs
- loads scenes async in background rather than stalling main thread
- acts similar to async asset warmup
- loads autospawn prefabs first, then everything else
- spawns world and loads entities, effects and misc prefabs in background
- waits for entity scene to finish loading before running prefab warmup
- prefabs not in warmup scene will be warmed up on the fly
EntityToScene packs prefabs into warmup scenes
- for all types of prefabs, not just entities
- can configure with filters to choose what prefabs you want per warmup scene
Added `scene_warmup` convar to enable feature
- must restart for it to take effect
- also requires partial loading to be enabled (this will become full async loading setting in future)
Add `print_misses` convar to see what prefabs were missed by asset warmup or scene warmup
Add warmup scenes into asset bundles
Don't destroy '_Warmup' scenes when loading a new scene via LevelManager.LoadScene()
- destroy all other scenes and load new scene async
- run synchronous for normal loading
Fixed null mesh entries being included in HLOD
More rider bouncing around from collisions etc
HLOD meshes will now skip objects with "Core/Foliage" materials
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Unsaved changes/additions:
- Updated bbq static prefab with latest lighting/fx
- Added bbq "always on" static prefab variant
- Added static decor shelves
Added a proper sized child collider for MetalRowboat_static (scaled down to 0.85 like the other rowboat)
Adjust collision force and damage settings for all bikes
Fixed incorrect length on gambling room light connectors in bandit town
Fixed about 30 shipping containers at harbor_2 that had different variants assigned at various lod levels
Fixed incorrect chainlink colours in NMS
Fixed incorrect bollard colour on cargo ship (note that this will conflict with the test_cull branch, I recommend taking this version and renaming it to match the new prefab name)
BillBTestMap spawn point height fix
When the player right clicks a shipping container block while holding a spray can, select the last used spray colour in the pie menu by default instead of the colour of the shipping container block that the player right clicked on
Advanced Xmas lights can now be placed up to 200m in length and will not consume the item amount when used
Merge preprocess refactor -> monument_scenes
Refactor PrefabPreProcess to pass an options struct instead of `bool resetLocalTransform`
- add options to turn each part of PreProcessing on and off
- default to everything enabled
- Scene2Scene will only run the stripping, not PreProcess() callbacks
Removed 3P green laser from the ground underneath the turret
Added the red laser to the turret, just to test