194,291 Commits over 4,079 Days - 1.98cph!
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Added cables to the warhead room connecting the nuke to the laptop and computer cabinets
Tweaked LOD distances on the warhead as it was never culling
Fixed one of the warhead room lights disappearing too quickly causing shadows to pop-in
Scene2prefab
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merge from sentry_improvements
Replace forward slashes in branch with dashes
merge from sentry_improvements
Include server address & version when reporting client errors
Added Empty Rifle Ammo Box Prefab
Added Half Full Rifle Ammo Box Prefab
Assigned Different Rifle Ammo Box Material Variations to Empty/Half Full Prefabs
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Merge from main -> gameplay_metrics
merge from ai_aboveground
Update scene with navmesh obstacle prefab.
s2p.
fix a gap in the fence obstacles
Assigned Rifle Ammo Box World Model Prefabs to Rifle Ammo Item Prefabs
Added fence navmesh obstacle prefab
Setup Rifle Ammo World Model Prefabs
Setup Rifle Ammo World Model Material Variations - Explosive/HV/Incendiary
Re-enable spawners on my branch
Disable above ground spawners for now.
Enable force collect terrain for navmesh.
Scene.
s2p.
merge from ai_aboveground
Added optional tint randomization to "Rust/Standard Blend Layer" shader set
fixed quarry_deployable_atlas_b_normal channels needing to be szwizzled/flipped to display correctly.
Updated the FBXs and beam's normal map for the quarry deployable
Switch Adobe to stone properties
Added NVG Scientist avatar image for death screen. Updated prefab info.
Created a player torso shaped mesh collider
PlayerCorpse remove buoyancy stuff (shouldn't be needed once ragdoll directly connects to corpse)
Animal ragdolls on my test map
Fixed sharp ragdoll empty buoyancy point
Test map edit ready for ragdoll rewrite testing
Update two prefabs that had gained imposter trees since the last merge
Update S2P on some monuments that couldn't merge
Quarry deployable changes
Merge Main -> PhysicsLayerRevamp