194,205 Commits over 4,079 Days - 1.98cph!
brutalist skin roof conditionals models and setup
Fixed height gap on foundation wall headstone
fixed a gap over the door on wall.doorway
fixed a gap over the window frame on wall.window
wrong gibs on wall.left and wall.right fixed
fixed some SG issues on ramps
removed corner meshes on foundations, was ugly
, might rework or use the regular wall ones when improved.
fixed incorrect prefab link for spiral stairs landings pieces
Some attack heli new UI hooked up.
Fixed NRE on first frame re turret client tick.
Media greybox scene tweak
Hold pose + idle anim backups (unsaved changes)
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Remove duplicate key in server_performance
Reworked button house to have a new worklight providing focus on the hatch button
Zeroed prefab coords because OCD
Worklight_single prefab setup
Tweaks to the worklight emissive.
Texture optimizations.
Split off even more room into smaller culling volumes
Scene2prefab
Added emissive text to some computer cabinets
Final'ish sans new worklights.
changed warhead to render lod, added single and triple work lights, set up prefabs on them
Fixes. 1 less shadow caster.
Made ladder volumes on watchtowers slightly smaller
Moved the vent shafts in computer room to prevent players from getting stuck
Replaced the static oil barell props to prevent confusion
Added exterior light prefab to the scene
Scene2prefab
Fix "unlock_all_skins" not working
merge from nuclear_missile_silo
fixed brick skin models not being set fully to construction layer
Culling volume progress / moved pivot points to correct locations to prevent bounding boxes becoming too big
Fixed missing colliders on nuclear_missile_silo_room_o
Scene2Prefab
Brutalist skin floor frames and wall frame models/prefabs
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Silo map marker
Silo no longer spawns in T0 and
merge from gameplay_metrics
merge from nuclear_missile_silo
merge from nuclear_missile_silo
block's head prefabs links
brutalist building grade file
brutalist building blocks prefabs setup
Don't log assembly name when resolving harmony mod assemblies
Cache the oxide type so it doesn't keep resolving assemblies
Try catch each process individually as some are inaccessible
Use assembly qualified name when grabbing oxide type
merge from main -> gameplay_metrics
Include system ram usage in UpdateServerInformation