198,624 Commits over 4,140 Days - 2.00cph!
Add a QueryVisJobRunner to handle visibility checks in batches while also allowing for layer mask filters.
Name tags are now a lot more stable with the magic offset removed and physics based visibility checks.
Split the bot.crouch command into two client/server commands.
Fixed current level being SkinViewer instead of menu
Update: export parent IDs for entities in buildings
Tests: exported largest base from demo - confirmed expected entity had ID
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Update: Move Building to it's own file
Makes it accessible for benchmarking
Tests: compiles in editor
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clear benchmark timers after recording results, stops accumulating time between runs
cherrypicking:
fix_triangle_floor_stability
125292
Update legacy wood store steam item
125454
Arc ball controls when opening skin viewer full screen
Tweaked a lot of items pivots
ghost ship set dressing push
material tweaks, decal layer tweaks
Fish pile generic tileable textures
Fish piles prop meshes, colliders and prefabs
Some new blood and gore decals for set dressing
S2P outpost, bandit camp, fishing villages, stables, large oilrig
UI windows will try and repair themselves if left in a broken state
dont create particles if outside LOD radius
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Fixed connect button screwed up button icon size
Prefabbed sidebar on play and fixed scrollbar
Make ch47 carve navmesh to prevent heavy scientists clipping into it when dismounting
Update: DemoBuildingsViewer - export base as a json file
Going to see if it's enough to rebuild the base for the benchmark
Tests: exported largest base from my demo
More changes to premium icon foil shader
Foil shader now works across the screen if you want it to
Fixed foil shader script frequently the shared material
Create a new material instance for each foil instance (required since UI cant use property blocks)
Restored menuui2 main prefab
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Missing _styles folder
Prefabed SkinViewer2
Move buttons to styles folder, move demos to modal and rename
Update legacy wood store steam item
Fix search bar, folder structure clean up
Merge from trimmed_asset_warmup/scene_warmup
Setup new heavy scientist prefab and get them to bet dropped by the chinook
Sidebar component, and positioning fix
Skin viewer nre fix, some tweaks
Add admin "bot.crouch" command to help test with nametag visibility testing.
Run the asset warmup optimized for asset scenes on monument prefabs after loading them for procgen too
This avoids an extra copy of the prefab and doing extra work at runtime
Remove unused fields in chinook code as well as for loops with a hardcoded single iteration, comment public fields to make it clear what the difference is between scientistPrefab and dismountablePrefab
merge from no_build_zone_height_visual
merge from fix_userbutton_steamid_copying
merge from invis_indicator
merge from static_entities_hostile_fix
merge from mummywraps_shadowlod
Merge from hardcore_refresh
Suppress warnings in Compass and CompassViewmodel