198,617 Commits over 4,140 Days - 2.00cph!
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Added new static variant of elevator for use in monuments - elevator.static.prefab
Requires floor information to be manually input on the prefab (IsStatic, StaticTop and StaticFloor fields)
Doesn't spawn the sub IO entity so doesn't require power, all of the elevator blocks are still IO entities so they can be hooked up to static buttons
Firecracker default BP + Craftable
Hammer: Added extra width to the right side toolbar so Auto visgroups can fit without a scrollbar
Adjusted the Texture Application Tool UI to fit longer texture names
Merge item icon colour bugfix (introduced in #5156)
Subtracting hacks / workarounds from
58587 &
58591 since they broke a bunch of stuff, will need to try again a different way
DTextEntry removes its autocomplete menu when the text entry itself is removed.
Make the message "CTextureAllocator::GetTextureRect has invalid texture handle! Expect crashes!" not as spammy
Better handle invalid textures handles when shadow rendering
Add a potential infinite loop prevention due to shadow rendering
Fixed start and end priority not always working correctly
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Support for second stairwell type
Support for distinct start priorities of corridor pieces (can be different from mid / end priorities to prefer a certain piece at the start)
Tunnel corner model fixes
Add Lunar New Year menu logo 2021
Update menu videos
Hammer: Fixed multiple crashes due to .fgd BaseClasses being redefined with fewer variables than they had before
updated corridor_stop_transition prefabs to reflect changes
added stairwell_bottom_90 to help with the corridors placement
overall progress on meshes
LODs/COL/Prefab setup for tunnel corner modules
Pick the best possivle station prefab, instead of picking the first one that fits
Added DungeonLinkBlockVolume to discard station prefabs that would intersect with the above ground station stairwell
Updates / fixes for holosight and simplesight prefabs
Spherical harmonics updates / fixes
Option to skip prepass if needed.
Fixed Dropbox deployment difficulty on stone walls
Fixed heavy helmet overlay covering chat UI
merge from Medical_syringe_vm_anim_fix
merge from map_cluster_height
Fixed edge case where the train tunnel entrance stairwell would fail to be placed
merge from anim_fixes (Fix bandage and syringes not playing third person animations when used on other players)
merge from mace_throw_fix
merged from skins_recently_used
Fixed case where tunnel entrance was spawning so close to the underground station that it was unable to connect (stairwells colliding with station when going straight down)
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Fixed server tag typo
server tag tooltips can now be translated
merge from cycle_bind_fixes
merge from jackhammer_workshop_mesh