239,426 Commits over 3,837 Days - 2.60cph!
viewmodel renderer setup ( turned off for now) still needs ammo belt settings once mat's are completed
cherry picking bridge LOD fix
New Outfit! - Space Suit
https://files.facepunch.com/daniel/1b2711b1/Photoshop_ImaSTMln2y.png
LODs and small skinning adjustments coming ASAP.
NRE fix when MaterialSetup is missing MaterailConfig (now logs a warning instead)
Updated minigun ammo pack with final model (placeholder materials for now)
Orbit strafe now attempts to point at interest zone wilst orbitting
Heavy scientist suit can be equipped with backpacks
Heavy scientist suit tanks get hidden when backpack is equipped
edited minigun view model deploy and admire anims
cctv controls, microphone, notepad, telephone
Fire extinguisher and poster meshes
Docs, GameControllerExtensions to internal
Why the fuck are you there
Fixed resource boxes disappearing after leaving network range and returning
CVfxStackMachineBuilder::FindConstant case insensitive
Fixed screens not appearing on lowest object quality
Tweaked LOD culling distance to match regular TC
Tweaked front storage adaptor position
edited 3p minigun idle and shooting anims
More block out, set up scene with doors
Fixed "Occlusion Culling" UI option using the wrong conva
Prevent cargo from tilting on harbor approach
Improve error messages if approach node isn't found
maintenance_door asset
added pipe_group_01 prefab
Make sure to set the size of svg glyphs
Keep current glyph API intact, add new version to control outline
merge from harbor_tweaks_4_cargoship
merge from oilrig_sat_tube
setup wider idle stance for 3p minigun
merge from harbor_tweaks_4_cargoship
cracks grass environment volume mask - removed submarine
Initial orbit strafe state
merge from harbor_tweaks_4_cargoship
merge from oilrig_sat_tube
Change InputMotionData to reflect new API
Structures folder particle accum setup directly on materials
Start blocking out lower level
removed ironsight nodes from vm prefab as they're not needed & confusing
- fixed issue with 3p anims being submerged
- updated clip naming
Props folder particle accum setup directly on materials
Force screens to update when first deployed