branchrust_reboot/main/monument_scenescancel
91 Commits over 61 Days - 0.06cph!
Remove all [MapGeneration] component since it's unused
- in future we are going to remove components from map gen scene in a different way
merge from main -> monument_scenes
merge from main -> monument_scenes
Merge from main -> monument_scenes
Merge from main -> monument_scenes
Fix remapping order being reversed
Fix remapping only remapping the requested monument instead of every single one
Fix train tunnel prefab that got overwritten with SceneSpawner during some S2P
S2P compound & oil rig as they had the BBQ prefabs
Merge from main -> monument_scenes
Run Scene2Scene on all the correctly tagged monuments
- only commit the scene output, not the legacy prefabs as they shouldn't have changed at all
Remove MonumentScene tag from swamp cabins scene
When running "SceneToScene" in bulk don't print errors & run on tags instead of "if MonumentInfo" is present
Add "MonumentScene" tag to all real monuments
Delete all scene spawner prefabs & monument scene outputs so we don't include any existing monuments that want to opt-out from conversion
Switch from a bool inside the `SceneToPrefab` component to using tags on the scenes to opt-in to output a scene
- the prevents us from reserializing the source scenes and causing conflicts with other branches
Switch monument scenes to be opt-in rather than opt-out (to deal with all the non-monuments being included)
Find monument scene spawners inside the /remapped/ directory instead of trying to remap every single prefab
merge from main -> monument_scenes
Fix arctic research base not having S2P label
Simplify system to always output both legacy prefab + new scene
- ensures it always updates the monument regardless of what system is running
Merge from main -> monument_scenes
merge from main -> monument_scenes
Merge preprocess refactor -> monument_scenes
Disable "client scene" and "server scene" in S2P because they aren't implemented yet
merge from main -> monument_scenes
Fix Serialization.AddPrefab() getting accidently deleted in previous commit
Merge from main -> monument_scenes
Generate manifest with new string pool
Get rid of checking for scene in standalone build
- asset bundles don't want to tell you if scene is there
- rare error: won't occur once build process is normal
Fix train_tunnel_entrance_a having output prefab somehow unlinked?
Fix scene prefabs that don't support remapping having all their components stripped (train tunnels)
Fix the check "is scene in asset bundles" not working outside of editor
- added method to check if any asset is at path in filesystem
merge from main -> monument_scenes
Fix `monument_scenes` convar not applying to remapping paths after previous commits
Don't remap to scene spawner if the scene doesn't exist in asset bundles
Allow editor to control whether it uses monument_scenes when doing map generation with `monument_scene_generation` convar
Cut down version of every monument scene spawner prefab
Remove every map generation component from scene spawner prefab for monuments
- only output GameObject + ScenePrefab component
Spawn normal prefab when doing map generation so we can guarentee that all map generation components are present
Remap to scene spawner only when spawning world
Switch `monument_scenes` convar to be saved
merge build_leave_bundles_symlink -> monument_scenes
Merge from optimize_asset_warmup_tunnels -> monument_scenes
Don't run DetachMonumentChildren when monuments are in their own scenes
Include all active & inactive objects in new output `UnityEngine.Object_All.Count.txt`
Include total amount of components at the top of the file
Order `Stats/Transform Count` based on the amount of components