199,652 Commits over 4,140 Days - 2.01cph!
▌▆▍▄▅▉ ▊▋▍▄▌▇ ▄▋▍▇▋▇ ▇▇▉▆▉▅ ▊▄▍▄▇▍ █▉ ▊▍▌▊▇▊ ▋▆▌▆▋▆▋▍ ▊▋▆▅▌▊, █▋▄▉▋▋▇▄ ▉▉▇▍▉▇▋ ▄▌▇▍▅▉▄ █▆▉▆█▋█ ▆▌▅▅▌▅▍▍ ▇▍▊▆▋ ▋▇ ▌▋▋▇▆ ▊▍ ▍▆▊▄▇ ▆▋▄█ ▇▉▉▇▊▆ ▌▋ ▆▋▄█
Updated ext fence signs to new prefabs. Fixed position errors
NMS S2P
▆█▌▇▋ ▍▆▆▉▍▊▍ ▍▅▌█▉█▆ ▅▅▉▄▅ ▇▅█▆▉▉▇▋ █▍▌█▍▉▆▉▉█ ▄▍ ▅▆▉▋▍▋ █▆▆▄ █▋▇▋▍▉ █▄▋▄▉ ▍▉
Added some more detail to the error message when SubCategoryIntoContainer reaches the "this should never happen!" point
Added fence variant signs_generic prefabs - includes a backface + collisions for usage on wired fencing
Add description to command
Add `skin_radius skin radius` command
Add `skin` optional parameter to BuildingBlock.ChangeGrade
▊▇▍▌▉ ▋▅▋▊▇▉▉▅▉▍▄▉▅▄█▆▌ -> ▌▋▋
Found another place for ignoreplayers
Disable the knock option on the silo hatch and elevator doors (cleared the knock effect variable)
S2P
▉▅▆▄▋▆▇ ▋▅▌ ▉▇▇█▅▉▌▊ `▍▌▋▌▆▇▇▄▍██▊▇` ▌▍▊▄▄▋▄ ▇▆▅█▋▊▇
Fixed delete button not appearing on list widgets
Add a new tab to the server list for nexuses and actually load into the list
Broke steam servers though so I gotta fix that
Update FP.Nexus
Added a toggle to the team markers list on the map to hide them, disables team leader markers appearing in the compass or on the map
▌▉▍▅▋ █▇▅ -> ▄▉▍▇▅▋▌▍▄▄▋█▉▊▊▅█
Edge lines infinitely dynamic instead of repeating
ESPCanvas.ColourCodeTeams, ESPCanvas.OverrideMaxDisplayDistance and ESPCanvas.ShowHealth now work while spectating as well as in debug cam
Reimplemented authradius & deauthradius without auth rafactoring
hack core shader integration
merge from /main/ClearAllDecals
subtracting
81584 - wrong branch
Fix server compile re QuadDecal
tweaked on exit time transition timing
merge from authradius_cmd
subtracting
81576 to reapply
fixed issue with shaking when in off state
Reapply analytics that got squashed in merge
main -> recycler_animated_v2
merge from rivals_video_player
Merge from main -> authradius_cmd
subtracting ClearAllDecals
81573
Reduce game volume while playing the video
merge from ClearAllDecals
merge from auth_tracking_deprecation
Attempt to fix exit meshes disappearing before HLOD kicks in
Moved one of the watchtower lights and disabled shadows on it because it was constantly breaking
Reduced distance on one of the lights in the connecting room because it was leaking into the warhead room in some odd edge cases
Scene2Prefab
Reenabled light occludee scripts on all interior lights because sometimes culling volumes don't remove them properly
Lowered distances on all interior lights
Tweaked bias settings on lights in the warhead room
Added LightLOD scripts to a few shadowed lights that were missing them
Disabled shadows on a few lights
Fixed broken shadow proxy on one of the pipes
Scene2prefab
Refactoring + applied memory optimizations.