194,336 Commits over 4,079 Days - 1.99cph!
Show team leader markers, better text sizing
Added a randomiser to the blinded gesture
Fixed dwellers not being able to play gestures
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Added a new community UI parent root: "UnderNonScaled"
Will appear behind the Under layer and will never have any pixel scaling applied
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Moved flash blinded state to upperbody layer.
Added cinematic gestures directory.
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Added LODs to the quarry ladder and created a prefab for it
Save team id's so they don't need to be set in every session
Exposed esp colour coding team id's as convars and added more (eg espplayerinfo.blueteamid). Defaults are:
GreenTeamId = 1000
RedTeamId = 2000
BlueTeamId = 3000
YellowTeamId = 4000
PurpleTeamId = 5000
OrangeTeamId = 6000
GrayTeamId = 7000
PinkTeamId = 8000
Exposed espcanvas.maxnameplates convar
Organized fields.
Time of day modulation.
More asset backups/unsaved files
Prevent NPC or cinematic gestures from ever appearing in the gesture wheel
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Reduce HLOD swap distance to 200m for silo HLOD
Unsaved flash blinded setting
Scientsts play a blinded animation when hit by a flashbang (uses the gesture system to do a full body gesture, see Gesture.FlashBlinded)
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Updated the diesel engine files
Fixed the doors in the new corridor being flagged as security doors, which was breaking the navmesh.
s2p.
Fixed and old spawner and the new spawners linking to the wrong AIZ
Shader backup
New noise texture
merge from main/footsteps_without_groundinfo
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play generic footstep sounds when GetGroundInfo doesn't return any results (fixes footsteps sometimes not playing when walking on narrow things like the NMS fence and possibly along the edge of raised objects)
exterior building reverb zones
remove music zones (fixes candy cave music playing inside the silo)
particle emission sounds for water drips and electric sparks
merge from main/building_skins_3
adobe skin texture improvements
loot, ai, radiation setup
Fix lag caused by iterating friends when opening "give auth" ui