194,665 Commits over 4,079 Days - 1.99cph!
Prefab backup.
Streetlight detached prefab iteration.
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Started moving "Core/Foliage" to Rust Standard backend
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Simplier attempt to allow binding of skin_next & skin_prev without a whole new system
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merge from steam_nickname_fix
merge from genetic_sell_clamp_2
Post std-backend "Core/Generic" tweaks + removed unnecessary passes
Reduced micro-occlusion range from 3% to 2% + pre-calc
Transmission nomenclature
merge from main -> keybind_system
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fixed triangle foundation and floors stairs sockets being offset VS square blocks
added DeployableIgnore layer to SC skin stairs landings
fixed floor frames/wall frame gibs material glitch - thanks 3dsmax ~]#£$%
Tweaked inside sockets range to help with placement - it seems most values are picked at random, possibly from cloning old prefabs as a base. A value of .150 seem to ease placement on most surfaces
merge from vending_debris_fix
merge from streamer_mode_skull
merge from autoset_testrun
test run of autoset on 64 weapons
Run Apply before Set to recreate any peg setup betfore we save it.
Autoset editor script now spawns items maintaining their prefab links and applies the changes to prefabs.
Increment loop count so the progress bar actually progresses....
creation gibs overrides and some adobe creation gibs polish
Added WeaponRackBatchAutoSet script to automatically config all weapons at once
added specific destruct gibs for top tier foundation wall
Standardized rack setup across all racks.
merge from building skins 3
final pass on SC textures
Fix Z position when applying offset.
Merge from hackweek-chat-emoji
Pool video players as well as rendertextures, so each unique emoji only has one active video player active at any given time