195,819 Commits over 4,110 Days - 1.99cph!
Commit the LootPanel NRE fix in Desert_Military_bases instead
merge from ModuleCarDoubleUps
Camper module storage items now drop in the world when the module is destroyed (locker, storage box and bbq)
merge from mission_hotfixes
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merge from Desert_Military_bases
bump up military bases to high priority
Dirt mounds LODs, eliminated holes between lod stages
Camo fabric awnings wind material setup and vertex alpha control
Other small fixes
Updated TTT: adds a new tip about voice volume scale, updates language files
Add mass from a new module before TrySyncModuleInventory, in case the sync fails and the module is removed, which always removes its mass.
- Increased MAX_RENDERERS_PER_LOD from 135 to 255. Can cause an NRE if we go over the limit.
- Refactored module entity adding to some extent. The inventory is now more thorough in checking for mismatches between an entity and its associated item. Multiple entities in the same slot will have all but one rejected and destroyed. Code and comments also make more sense for the more recent system where the ModuleContainer items aren't ever saved.
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Auto focus text box in assign to friend UI (bags and turrets)
Focuses text box after all keys are released so it doesn't spam the text box with the interact key
Merge from media_projects
Add global.allowAdminUI replicated convar to disable access to the admin UI (not exposed in the admin UI, will need to use the console)
Moved the camper prefab position to zero
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Fixed ID on captainslog.item, was duplicated from vodkabottle.item
Fixed TackleBox prefab having the wrong PrefabID
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Scene/splat backup
Road improvements
More cleaning up shader util methods
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Included incapacitated state in the model rotation change from
65438
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