127,743 Commits over 4,201 Days - 1.27cph!
Fix not being able to place barricades on icebergs, icesheets, shore ice when close to a monument
Clamp displacement radius, fix seemingly bugged alpha blend mode, bring back displacement decay using DstColor multiply
made queue barriers R/W for batching
tweaks to fluorescent lights type e prefabs drawing distances, added a culling distance as they drew forever
New chainlink monument door (npc only and player compatible)
Add placeholder conversation for farm access, charges scrap for now (temp)
When a door is opened by an NPC in a conversation it will then be closed after 5s
Fixed prevent building volumes on static minecart and railroad planter
Removed sockets from new static seating entities
Fix DeferredDecal component not being stripped from server entities
Refactor copypaste into multiple methods to try and figure out why certain foundations and walls are missing from pastes
- unsure if it's a problem with copying or pasting so starting with pasting
- move RemoveOpthanedChildren() above when we start to spawn entities
- try to spawn entities in multiple passes to ensure parents are all spawned before children
- add more logging
Switch certain dynamic occlusion entities to static occludees when we know they can't move
- convar `dynamic_occlusion_pausing` (0 = off, 1 = codelocks + industrial adapters on boxes, 2 = codelocks on doors)
- currently (and by default) every entity is considered dynamic if parented
- now certain entities can indicate if they are static (like boxes)
- converts codelocks to dynamic while the door is opening, converts back to static once finished
- will check all parents so a box parented to a tugboat will still be considered dynamic since it will find the tugboat as root parent
- reduces dynamic ocludee count by 80% (417->74) on a sample base (converts nearly all codelocks and industrial adapters)
- refresh entity dynamic status when running `refresh_renderers`
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Make dynamicOccludees list public so it works with the command
Set industrial adapter to not be dynamic
- still gets set to dynamic at all times since it's always spawned parented to an entity
Add `print_occlusion` command to print the amount of dynamic ocludees
merge from fix_puzzle_reset_analytics_nre
Fix NRE in puzzle reset analytics when SpawnGroup referenced is destroyed
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Fixed WireColorSettings.Get NRE
merge from fix_console_chat_message -> main
Catch error if supplying a console color that isn't a valid enum
- try catch the entire console logging thread so an error won't break the console
Add `console_print_color` command to confirm colored console messages work
Fix colorOverride being overwritten by LogType
Fix chat messages not being logged to console due to stacktrace being null when PrintColoured() is called
Scientist front turret now points the right way
Screen shake & volume stuff.
Casino dressing progress
Exterior dressing, neon signs, bar area, lighting pass
Removed Old 50 Cal Models and Prefabs
Imported New 50 Cal Models to Include PT Boat Mounting Parts
Setup New 50 Cal Prefabs and Colliders
merge from fix_painting_rotation_icons
merge from haircap_shadow_fix_again
merge from fix_steam_invite
merge from cargo_oilrig_path_fix2
merge from fix_buried_items_loading
Mostly remove a per frame OverlapSphere when updating the camera to check if it's underwater
disable texture streaming on hair due to leaving "shadow"
updating the colliders for the diy hammock
PT Update to remove moving turret parts ready for 50cal.
Tropical2 terrain set to the terrain layer
Added deep sea prevent building volume
Changed SocketMod_TerrainCheck to look for deep sea island terrain when out of bounds
clean up discarded changes
merge from fix_non_harvestable_trees -> naval_update
Added IGModAudioChannel:GetTagsWMA/GetTagsMP4 (.m4a)
* Also some kind of ID3v2 implementation, but not confident enough to make it available yet
Added "Restore" input to func_breakable_surf entity
Fix HttpImage attempting to delete asset/builtin textures when the remote image fails to load
small engine mesh and textures update
pt_boat_gameplay_pass -> naval_update