249,482 Commits over 3,959 Days - 2.63cph!
Add a small cache on Timings.Get
Extra checks in ByteStream
Where possible, cache DelegateFunctionPointer instead of calling GetFunctionPointerForDelegate every time
Completely avoid DelegateFunctionPointer.Get in PhysicsTrace
Include all active & inactive objects in new output `UnityEngine.Object_All.Count.txt`
Include total amount of components at the top of the file
Set up gibs for motorbike and pedal bike. No gibs models yet for the other two, and motorbike gibs are untextured.
- Mounted sidecar passenger now moves with the sidecar instead of the main bike
- Set all resource values for putting bikes in the junkyard crusher
Sidecar passenger can no longer drive the bike!
Early work on sidecar passenger mount. Need to somehow have the mounted player move with the sidecar instead of the parent bike
Order `Stats/Transform Count` based on the amount of components
Other adjustments for new sidecar shape. Experimentally allow collision between the bike and sidecar
Detailed colliders updated for the new sidecar
World colliders updated for the new sidecar
Fix scenes with slashes in them making a ton of sub folders
Swapped out bike sidecar model for the new one. Rigging seems broken at lower LODs.
Merge from main -> monument_scenes
merge from fix_invoke_cancel_nre -> main
Fix InvokeHandler NRE when cancelling invokes when the server is shutting down
- pretty sure this only spammed the editor
Merge from monument_scenes -> aux2
Dump now outputs statistics per scene
- create new folder for each scene
- outputs hierarchy per scene (still outputs old hierarchy files incase they were useful)
- outputs Component & GameObject count per scene
Initial support for an extra gesture ring, uses the next/previous system that building block skins use
Merge snow_effects_rollback -> main (ceiling light IO fix)
Fixed ceiling light IO being difficult to interact with (sometimes disappeared when you tried to aim at the IO)
Lighting prefab & related mats & textures
Merge from snow_effects_roll_back_and_meshLOD_conversion
Added more sell orders
Broken new turret setup with vendor
Setup turrent variant
Fixed some incorrect tarp colours on oil rig
Fixed ceiling light not being interactable and gibs missing material
Disabled colliders on cctv desk to fix not being able to mount
Fixed incorrect index (again)
Truck carriage additions mesh
Fixed some more pipes with incorrect colours on large oil rig
S2P both rigs with hlod
Fixed incorrect destination on event start
Sorted null hit colliders in obstacle check
Clear now-missing component in RealmedRemove, and remove unused LODGroup
Event setup
Added missed world mask to obstacles
Codegen
Set up the vehicle world + detailed collider sets
Moved the front force trigger to a separate GameObject
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Delete WorldPanel immediately OnDisabled, otherwise it will linger forever when play mode is stopped
Fixed some containers that have changed colour on the tarp cargo ship variant
Updated the replace objects with prefab tool with a new tool that just replaces the objects selected object with the provided prefab, no string filtering
Fixed more cases of objects not being marked as IsDynamic on cargo ship, unsure how they keep slipping through
Fix travelling vendor code compilation when in client or server only modes
Merge main -> travelling_vendor (client compile fixes)