198,758 Commits over 4,140 Days - 2.00cph!
RF Transmitter now has aerial in 3rd person
updated LODs and updated .worldmodel and .entity prefabs.
Adjusted position in 3rd person to better fit hand.
created extra small single planter
mesh/lods/collision/gibs and initial prefab setup
.mat files suddenly appearing
Adjusted belt speed for the mining quarry and pum pjack
Merging rewrite back into global_networked_bases
Reconverted all building block prefabs & now all roofs work
Fixed converter not overwriting buildingblock prefabs when using converting tool
Reimplemented LOD level inside InstancedLODState config class
keycard viewmodel position fix
now works with nomad suit and tactical gloves too
added new laser detector model to more closely resemble the icon.
added new prefab to be setup and replace the old one.
LaserDetector>Model
adjusted position of 16x scope on hmlmg.entity prefab so there's no clipping on the face
fixed wrong gib mesh rotation for the small storage box
fixed gear distant LOD (LOD2) missing face
fixed gap in wood_crate_1.fbx
issue named the crate, "Crate_normal_2"
Above ground train tunnel entrance blockout
Train tunnel up and down slope blockouts
Prefabs
fixed missing face on SAR world model.
Generally improved LOD0 and LOD1 geometry
improved LOD0 shading
Fixed NativeArray of render data not being resized when the computebuffer is resized
fixed slotmachine shadowproxy box not casting shadows
Fix potential Linux srcds crash
updated skydiving player anims
Fix Rust+ clan announcement notifications never being sent
Fix IndirectExtraArg being multiplied by 5, causing meshes to render on top of eachother
Fix typo causing distance culling to use fov scale instead of max distance (culling everything)
Fix & refactor cell removal code
More refactoring & fixes
Fixed IndirectArgs buffer being set to Structured accidently (which silently fails)
merge from water-explosion-revamp
merge from old_radio_list
Key the blueprints nexus variable using Protocol.persistence so blueprint wipes just work on nexus enabled servers
clan table update
lods, colliision and gibs
materials and textures
initial prefab setup for code support
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Removed new turret from attack heli for now, until I can get it set up properly (Gibbable script was causing crash on load)
Finished transport heli fixup
ScrapTransportHelicopter prefab fixup part 2. Manually ported collider changes from other branches
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ScrapTransportHelicopter prefab fixup part 1
Mostly set up ability to buy attack heli from Air Wolf compound
Revert corrupted scrap heli prefab from the merge, I'll have to manually sort it out
Merge Main -> Attackhelicopter
Parachute straps now properly attach to player's back (temp until more final art)
Merge
85110 -> AttackHelicopter, make sure the prefabs are right
Rewrote "MeshScheduler" into 5+ different classes and split responsibilities
Replaced block allocator with fixed size cell allocator
Refactored tons of code to make it readable, organized and reliable