129,321 Commits over 4,140 Days - 1.30cph!
Add some context menu tools to calculate amount of components
- "Stats/Transform Count" shows amount of transforms and components for each selected object in heirarchy
- "Stats/Hierarchy" prints amount of gameobjects at each depth
Fixed the disappearing skins situation more correctly. Re-enabled "Exclude main light" on the skin viewer camera, so the sun's light goes back to not affecting skin viewer skins. Fixed spot light placement when in-game on problem skins like the neon box, so we don't need the sun light.
Add ability for SceneToPrefab to output to a scene instead of a prefab
- output prefab identical to normal S2P
- after runs PreProcess on the output prefab's scene so it doesn't need to be ran during startup
- create a seperate scene for the client vs server version of the "prefab"
- can view all 3 versions of the monument / prefab at once (editor, server, client)
- applies label 'PrefabScene' in output scene
- way faster than normal S2P
Added creative.freePlacement, bypasses all building checks
Added creative.unlimitedIo, removes limit on number of IO points, length of IO connection and auth/prevent building limits
Creative mode boilerplate, toggleable server wide via "creative.allUsers" or per player via "creative.toggleCreativeModeUser", intended for media production
Added creative.bypassRepairCooldown
Added creative.noBuildCost, allows free building of building blocks
Don't stall the main thread and apply wire slack job result only when its finished
Removed RendererLOD from wires prefabs, use NotifyLOD instead and hide it in code
Don't update moving wires when hidden
Merge main -> SkinViewFix
Merge from hackweek_renderlod_collapse (last commit message was incorrect)
Merge from hackweek_renderlod_collapse (set the convar for this feature to false by default)
Revert accidental RPG prefab edit in previous commit
Minor UI edit for consistency
float3 instead of Vector3, moving wires fixes
Repair bench UI adjustments
Applied new FX to oilFireballSmall Bradley loot.
New ground fire with smoke prefab for general vehicle debris and timed loot.
Merge main -> RepairBenchSkinName
Fixed priv issues on front
Added vending machine front - multiple fronts can reference the same base machine
Fixed weird offsets
Rebuilt phrases
Removed protobuf and serialization stuff as it's not needed now.
Some initial cleanup.
Fix the pie menu not starting off at a diagonal after changes to hammer pie menu
Manually mark seeds & ladders as "don't show monument building blocked"
work on radtown Storage Warehouse. created prefab and unique dif mat setup.
Keep showing monument building blocked outline for prefabs that can bypass building privledge (floors, ladders)
- instead manually mark every prefab that shouldn't show an outline
Damage materials that belonged to this branch.
Reverted trail path snow albedo texture (arctic base) to normal quality due to a bug in HQ compression
Water trail improvements.
Fix teammate building guide staying visible after the teammate has disconnected
Extra wheel FX sorting for the trike.
player update. 3p minigun anims exported and set up
Bezier.ApplyLineSlack micro optims
Fixed incorrect rotations on pipe meshes
Converted prefabs to mesh LOD
fix for "Unable to parse file Assets/Prefabs/Building Core/foundation/foundation.prefab: [Parser Failure at line 2179: Expected closing '}']"
Moved wire slack calculation to job system, wip
merge from fix_staging_client_analytics
merge from fix_runtime_profiling_hook
Try catch serialization so 1 error doesn't stop the entire thing from working
Fix runtime profiling hooks not being called on the server (due to UpdateHandler only bein on client)
- move hooks from UpdaetHandler -> UnityHookHandler
- ensure hooks get created in bootstrap
Localise travelling vendor
Added various resources and materials
Fix reserved slots not being added to list when created
Added 20 weapons to travelling vendors orders
Added setting to show display names rather than shortname
Re-enabled IsDynamic on all objects that need it on Cargoship prefab
Removed an old scene as a precaution against overwriting cargoship prefab with older content
Fixed editor entry not being marked as dirty
NPC Vending Order now colours entries according to rarity