238,093 Commits over 3,837 Days - 2.59cph!
Merge from snow_effects_roll_back_and_meshLOD_conversion
merge from snow_effects_roll_back_and_meshLOD_conversion
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Created a tool to print out any RendererLODs in the loaded scene that can be converted to MeshLods (Tools/Optimize/Find convertable RendererLODs in scene)
Went through each monument looking for stragglers, some notable finds:
-the xmas set dressing prefabs for compound and bandit town were largely still using LODGroup, almost all of these are now MeshLOD
-converted several rooms in a few monuments that were completely disconencted from their root assets (mil tunnels most notably)
Fixed sidecar bike pulling to the right
Improved sprint meter behaviour
Make bike sprinting actually go faster, increasing engine power and top speed
Update wooden_crate_e (and it's camo version) to MeshLOD
Fix the bike sidecar not sleeping and therefore keeping the whole bike awake
Changed material for cinelight_point_blue - now uses version which can be rendered on cyc walls and backdrops
Fixed 'cinecyc_black' not being hidden with hideobjects command
Replaced all the assets in the inaccessible bathroom in NMS with prefab versions with colliders stripped
Converted the props in the Assets/Prefabs/Misc/Junkpile/New folder to MeshLOD
S2P supermarket, NMS, bandit town, water treatment
Add SubtractModelSpace to ModelAnimUtils, use it for AnimSubtractModelSpace
Rerun fishing village A and C S2P
Merge from techtree_panel_improvements
Updated the tech tree dialog to use pooling instead of instantiating and destroying it's contents when switching tabs
Halves the opening time (155ms->77ms) and GC (6.4mb->3.6mb)
'selectitem' command fixes/improvements:
- wait for the MoveItem RPC to be completed before selecting the belt solt
- if the item is present in the belt, just select it instead of moving it to the belt slot 0
- when moving the item from the inventory, take an entire stack instead of a single item
- Can now drag a stack of items onto another item in a container with a lower stack limit to swap them over. The item with too many will split itself and only carry over the amount that fits. The move will only fail now if there's no inventory space for the extra item.
- Similarly, can now drag-swap admin-created items with more than the usual item's stack limit. The item will be split, but the swap move will now work successfully.
Add AnimSubtractModelSpace modeldoc node
Fix modelspace blending in SubtractPoses and AddPoses https://files.facepunch.com/layla/1b1111b1/sbox-dev_zpJENXQ2mT.mp4
merge from io_seismic_sensor
merge from electricity_sideinputs_drain_fix
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Call OnEntityLeave when force removing an entity from a trigger, fixes destroyed entities not cleaned up from the triggers' entityContents list
merge from analytics_dump_hierachy_formatting -> main
Added rigged model (separate model for now)
shadowed window mesh for interior of barred window, positioned turrets correctly
Fix components incorrectly marked as "unsupported" for enabling/disabling
- renderers
- particle systems
- LODGroup
merge from analytics_dump_hierarchy_formatting -> main
merge from analytics_asset_warmup -> main
Add ability to see what is enabled vs disabled for `GameObject.Hierarchy.Components.txt` from `dump` command
- Components show a checkmark if enabled vs disabled, they show a `~` if the component doesn't support enabling
- GameObjects show a `+` if active & `-` if disabled
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Add asset warmup & world spawn timings to `dump` command
- output to csv so it can be opened in excel
- don't output if there are zero data points
- reset the world spawn timing every time a new map is loaded
- Asset.Warmup.csv
- World.Spawn.csv
split off indicator lights, set up emissive uv2, first pass on emissive textures for unique and transparent materials