130,472 Commits over 4,140 Days - 1.31cph!
Ceiling light and ceiling fluorescent light use the same max deploy angle and deploy layers
Merge from indirect_instancing (quick build smoke test)
Fix indirect instancing tools never actually applying material changes. (Again, because I love Plastic but it doesn't love me back)
Added farm sign to farm kiosk
Remove Standard+Wind from the list of supported shaders for indirect instancing as it caused some foliage to be rendered white.
Revert instancing flags on materials that were using Standard+Wind to their original state.
merge from decor_lighting_dlc
Fixed chandelier bounds issue preventing wiring
Added a game tip explaining you can adjust the spotlight rotation using a hammer
merge from buried_item_null_checks
Add null checks for buried item creation.
Anim update for sks and l96
Enabled default indirect lighting implementation when in prefab edit mode as the deferred indirect lighting script won't be present
Use CanBuild instead of IsBuildingAuthed for the spotlight rotations
Merge from foliage_instancing
Fixed an issue where spatial environment volumes were being registered to be rendered when they shouldn't have been
merge from pilot_hazmat_dlc
Deleted pilot hazmat cinematic folder
Added small power substation
Merge from foliage_instancing
Create separate materials for foliage placements/instancing
Place entrance & exit ports based on the loot direction of the map
- entrance to deep sea should be on the T2 side of the map
- exit out of deep sea is on the "opposide side" so you enter & exit into one continious ocean
- example: leave left side of map, enter on right side of ocean
Include all the other prefabs updated when generating manifest
Commit AK FBX that keeps being reserialized
merge from deep_sea/portals -> deep_sea
merge from naval_update -> the correct `naval_update/deep_sea` branch
Run scene2prefab (skip HLOD)
merge from naval_update -> deep_sea
merge from main -> naval_update
Fix train tunnel entrances not linking up properly
Bunch of work to get the portals working
- entering the portal as a player or as a vehicle will instantly teleport the the opposite side
- portals are spawned at runtime and sized to the size of the island
- portals can be spawned at any of the 4 cardinal directions of the island
- for testing leave the island from the north side and enter the deep sea on the south
- will be spawned 200m from the edge of the deep sea (in the center of the ocean for testing)
- teleport the player the frame after they enter since making the player sleep deletes the rigidbody immediately and unity doesn't like deleting physics objects inside the callback they enter the trigger (later this will be hidden by effects)
- refactor the name of some code to make it nicer
- portals will show as big green boxes to make testing easier, can be toggled with `deepsea_portals_visible` convar
- fix PointEntity<T> not intializating the singleton instances as soon as possible
merge static field reset code gen improvements back to main.