branchrust_reboot/main/prefab_hierarchy_flattencancel
18 Commits over 31 Days - 0.02cph!
Add IFlattenKeepsDescendants to PropSway, HideIfAiming and MeshTerrainRoot
Fix "can't remove Light because RustAdditionalLightData" and Door-related AnimationEvent error spam
Stop processing nested entities twice, which was causing some doors (and possibly other things) to break
Improvements on top of those fixes to bring the object count back down to where it was before
Puzzle reset objects keeps parent instead of descendants, thats what it depends on
Train track splines keep descendants, fixes tunnel lights not working
DungeonBaseLink keeps descendants, fixes error when generating underwater labs
Socket flattening fixes
Socket_Base keeps its descendants, Socket_Specific_Female keeps its parent, SocketMod_Inside uses world position / rotation instead of local
Also flatten entities nested within prefabs for consistency
Fixes to allow flattening inside of entity prefabs
Apply the same hierarchy flattening from S2P on all prefabs in PrefabPreProcess (only at bundle time, skipped in editor by default)
Fix some edge cases in the hierarchy flattening logic