243,694 Commits over 3,898 Days - 2.60cph!
Merge from dismount_parachute_fix
Missed removing the old early exit
Fix logs inheriting the color of shipping container after recent fix for white barrels
Scene to prefab everything
Force the player to play the full skydiving animation even if the animator controller is currently in a non-accessible state (eg. just dismounted a vehicle that's in the air)
Try switching bikes to Continuous Speculative, let's see how it goes
Add a list of PVS copies so we can have more than one world with a valid PVS
Cherrypick all the code from the /prefabs subbranch
merge from biome_visuals_2/prefabs -> aux1
#if CLIENT for compile errors
Attempt #2 at converting prefabs
Update world scene object transforms and recalculate bounds groups on world transform change
Update 3d skybox on map transform change
Update map scene objects on map transform change
Update map collision on map transform change
Convert LODComponent disabled and only enable after we copy over the render settings after spawn
Update converter to only convert prefabs that are nested prefabs
Convert moss prefabs into nested prefabs so they work with the conversion
Death screen info for all bikes
jumping spider
camera shake
remove DelayModifier
MoveToPos removeAfterControl defaults to false
remove ShouldHideEventText
bento
investment
ninja
remove card weight
flashlight
Items for all the bikes. Bikes are now repairable (metal frags).
Update biome_visuals_2/prefabs
Switch bulk converter to use the PrefabUtility api instead of AssetDatabase
Undo first prefab conversion
Fixed trike not showing damage
Fixed sidecar material damage settings
Don't show sprint UI in demos
Fix cells being marked as occupied when bug creation fails
Commit upgraded prefabs onto subbranch so code can be merged seperate from prefabs
Initial commit
Basic GameManager and Client Prefab. Temporary org/ident.
Started the BoardManager and CellComponent, along with necessary prefabs
Began GameInput component. Added mouse interactions to cells.
Click-and-drag to place bug segments
Re-adjust bug prefab origin and ignore bug tag in GameInput trace
Bug segments animate in when created
Can now draw your selection in the reverse order to undo it
Proper Bug inventory for placing phase
https://files.facepunch.com/CarsonKompon/2024/June/25_21-50-OccasionalGoitered.mp4
Try catch the actual conversion, throw an error and continue converting the rest of prefabs incase of error
Print error if there are additional components that would be stripped (example: Imposter)
Add Tools/Optimize/Convert BiomeVisuals -> BiomeVisuals2 to bulk convert all foilage
Add `Tools/Import/Begin & End` to disable auto imports when testing converting prefabs
Add "CantBeConverted" override to BiomeVisuals to tag prefabs that can't be converted (for whatever reason)
Fixed tabledoor_B mesh rotation
Fixed reactivetarget_deployed double MeshLOD component
updated gutter set pieces + lods
Fixed duplicate MeshLOD components on sofa_pattern_static
Cleaned up the hemp plantlings in fishing_village_c to use MeshLOD, more aggressive culling and cleaned out unused components (saves 50 gameobjects)
Slight change to the MeshLOD state editor to make the final state more usable
Add RendererBatch if all biome variants have it present
Add new BiomeVisuals2 component
- swaps meshes & materials of renderers instead of destroying all gameobjects not in the biome
Added tool to convert from BiomeVisuals -> BiomeVisuals2
Merge from snow_effects_roll_back_and_meshLOD_conversion
Fixed all cases of incorrectly scaled jerrycans
Affected prefabs: rowboat, fishing rod viewmodel, crude oil worldmodel, end tutorial cinematic, pumpkin basket entity, easter basket entity, water jug world model+entity, rhib fuel storage entity, cargo ship
Affected monuments that have been S2P: small oil, stables_a/b, water well a/b/c/e, wooden cabin b, bandit town
Remove unused EngineAudioSet params
Fixed incorrect layer on burned head model causing it to not render
S2P arctic research base
Two-wheel bike is a bit faster. Also greatly reduced the pedal bike volume for now until we get final sounds.
Merge from water-fog-scatter-strength2