194,186 Commits over 4,079 Days - 1.98cph!
AI_UpperRight cover first pass and added some missing move point data
merge from cpu_affinity_commands
merge from gameplay_metrics
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Updating Shotgun Ammo World Model Prefab
Setup Shotgun Ammo World Model Folder
Prefab Setup/FBX/Materials/Textures/Col
LODS Next
refreshing the splats and topology maps with the latest monument changes
mlrs vehicle static prefab, emissive off material
HLOD setup for ferry terminal
distance tweaks to some cover props so they don't get bundled into future HLOD gens
fixed an offset on logistic warehouse LOD4
AI_UpperRight initial setup and first pass of movement data
merge from RCDroneHPDisplay
merge from HoldToDismountPC
moss overgrowth prefabs for dressing monuments
tweak a movement point to suit navmesh data (needs some manual navmeh gemetry adding later)
AI_MiddleRight data/spwaners first pass
first pass AI cover points for AI_Lower section
m_ShowUnitySplashLogo false and m_SplashScreenOverlayOpacity 0 (should not matter if m_ShowUnitySplashScreen is false, but just to be sure)
m_ShowUnitySplashLogo false and m_SplashScreenOverlayOpacity 0 (should not matter if m_ShowUnitySplashScreen is false, but just to be sure)
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Additional bonus feature (subject to change): If holding the altlook/sprint/crouch key and right-click or hover looting from main inventory or clothing inventory, behave as if there is no loot container open
wip AI_Lower cover points
Hold sprint, duck, or alt-look key while right-clicking or hover looting from a loot container to wear clothing items immediately if they can be worn without taking off anything else.
Remove "Starting to aggregate players" spam
Fixed the first slot of the output area of a large furnace being considered as a valid input target for conveyors
Fixed case where a buffer/AND transfer would stop processing one part of the buffer once the other filtered item of the buffer has finished transferring
Industrial crafter now drops the contents of it's inventory when destroyed
Use hold-to-dismount on the computer station if convar vehicleDismountHoldTime is > 0 and player is currently flying a drone.
Prefab backup.
Nixed a couple of small wall props for shadow debug purposes.
Always call UpdateBookmarks after bookmark press. Fixed button not switching between visually selected and visually unselected after the first cycle through if the entity is not available
Lighting prefab progress
Volumes to slightly de-blue and contrast soften the post layer.
Tiny brightness tweak on signs_backlit_red
RC menu is now able to show an entry as selected even if the associated ent is no longer controllable. Facilitates arrow-key/mouse wheel selection
Can now ping corpses and backpacks on the ground
Fixed bookmark deselecting on arrow press if there was only one entry