249,484 Commits over 3,959 Days - 2.63cph!
merge from arctic_trail_texture_artifact_fix
merge from viewmodel_arm_mask
merge from projectile_item_mod_penetration_fix
merge from selectionhistory_editortool
merge from rotorwash_fix2
Fix stable buoyancy that I broke in
98860, revert some flag changes
merge monument_scenes -> aux2
Add scene prefabs to /remapped/ folder instead of /autospawn/ so they stop conflicting with terrain generation
Delete scene prefabs from autospawn directory
Default to monument_scenes enabled in editor because it messes with map gen
Actually include the "monuments only" mode when running in Scene2Scene mode
Refactor SceneToPrefab to use an options class instead of many parameters
By default don't save each scene (since nothing changes about it)
By default Scene2Prefab/Update All outputs normal prefabs
- extra option to output monuments as scenes
- extra option to only output scene prefabs
Disabled monument scene convar by default
- better to opt-in than break aux2
Remap to a different directory (/remapped/ instead of /autospawn/) because map generation was picking up both versions of the prefab and causing issues
Make sure output directory of prefab exists before outputting
Ensure output path of asset has forward slashes
Force DPV lights off if player dismounts
Client tick now only runs while DPV is on or moving
Merge from techtree_panel_improvements
Fixed button listeners not getting cleared properly when recreating the tech tree, leading to some NRE's
Merge from monument_scenes -> aux2
Fix compile errors when putting editor in SERVER mode
- only allow SceneToPrefab to work when in CLIENT + SERVER mode (it only required CLIENT before)
merge from monument_scenes -> aux2
Scene2Scene every monument
Don't show health info on the DPV if player is mounted
Store prefab's path inside ScenePrefab
- used for PreProcess: not convinced it's critical but good to include
Add ability to toggle the feature on and off (until it's stable)
- convar `monument_scenes` turns it off (default enabled)
- add '_scene' onto end of cut-down prefab
- remap large monument prefab -> cut-down prefab when spawning & the convar is enabled
Added decay to the DPV, same settings and convars as submarines
Fix my timeSinceLastUsed not starting at zero
Merge from snow_effects_roll_back_and_meshLOD_conversion
Added auto-surfacing to the DPV - floats to the surface if unused for 10 minutes. Also don't allow up/down input if engine is off
Fixed all cases of the kitchen_cabinet_100 and kitchen_cooker prefab getting repositioned
Affected some underwater labs, desert military bases and arctic research base
Fixed colours on static ore nodes at excavator
S2P arctic research base, seems to resolve some out of date models
Fixed pipe colours on small oil rig
Fixed all of the pipe colours on large oil rig
merge from main -> monument_scenes
Merge from snow_effects_roll_back_and_meshLOD_conversion
S2P bandit, fishing A, stables A, compound (no HLOD)
Removed all RendererBatch components from CargoShipTest and enabled IsDynamic on a few missed objects
Fixed pattern sofa incorrect material
Fixed candle group fx positions now that the model has changed slightly
Fix build compile errors
Fix loading scene by path instead of by name in standalone builds
Scene2Prefab will output prefabs disabled so monuments can be moved to correct position before OnEnable() is called
- enable the prefab once the monument scene is loaded
Package all monument scenes into `monument_scenes.bundle`
Roll searchlight back to renderer lod, requires a 180 degree asset flip
Fixed powered water purifier error
Fixed industrial crafter error
Fixed powered water purifier, storage monitor deploy error
fixed bike NRE (no skinning on the bike yet)
Categorize and name all the weapon components