125,636 Commits over 4,171 Days - 1.26cph!
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- Removed deferred mesh decal script from corridor_straight_a_9m as it was generating a bunch of NREs due to having no renderer.
- Darkened WorkCart cabin glass albedo, you could hardly see out of it
- Fixed Shared Spline Data not saving changes to the prefab when it changed. Unity pls stop introducing new systems for saving prefab changes
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Disable RichText markup in server browser button
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Removed built in water visibility trigger from sewer_drainwall_ pieces, for mappers
merge from lunar_near_year_2021
Reduced gong crafting cost
ViewModelScope bug fix, fixed bug where skins weren't being applied.
fixed a small offset in corridor_stop_transition_b
updated entrance prefab link in tunnel entrance scene to fix the materials display
progress on stairwell and entrance meshes
Corridor fixes 2: Quaternion boogaloo
Stairwell bottom adjustments
Tunnel LOD/occlusion mesh fixes
Tunnel entrance prefab update
AddToAlphaMap procedural component to carve the terrain in a delayed manner (in case part of a monument is moved after initial placement, like for the tunnel entrances)
Prefab priority updates (fixes cases where stairwell bottom piece was placed prematurely)
merge from lunar_new_year_2021
Tunnel entrance Scene2Prefab scene
Corridor environment volume updates
PriorityEnd is no longer required
Removing obsolete 180 degree turn corridor prefabs
Two additional stairwell bottom prefabs (copies of variants a and b with an additional corner to cover all 4 directions)
Better, less buggy support for stairwell bottom variants
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Ditch the track spline unique ID system and go back to matching on content. This means if multiple splines point to the same data and one changes and updates its content, the others will be out of sync. Will improve that next.
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