198,699 Commits over 4,140 Days - 2.00cph!
Firing effects WIP & related temp files.
pumpjack scrolling material update
played myself, there was one more tiny instance
fixed all cases of mesh flickering on the powerline platforms
fixed all major collision mesh issues for the powerlines
weapons shouldn't go through the mesh now
primitive lootbox fix
- fixed albedo/ao/spec/normals
- fixed dodgy rope normals - improved them
- FBX Position and prefab zeroed, and scaling at 1,1,1
- fixed ao texture set to 2048 when texture is 512
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updated prefab (adjusted light position also)
adjusted caboose.fbx so that the top compartment is less wide and not as high.
Updated collision mesh
Adjust RPC message TTL based on the timeout duration
Use default skinId for ShadowOnly renderers
Merge from global_networked_bases -> aux2
After much debugging, turns out trees weren't showing outside of network range due to the foliage-billboard shader missing one bit of instancing setup code
added fall to skydive anim and new state in animator, updated skydive idle loop
Merge from main -> global_networked_bases
Editor screenshot tool wip/tests
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Added more clearance to the underground stations to fit in all train module types
Merge from global_networked_bases -> aux2
Add debug to figure out why trees are not showing as billboards
Only scale preculling data by 50% over 32MB and fix it overwriting data (plan to put in a new allocation system later, for now it's maybe 100MB wasted ram)
Add missing snow footstep fallbacks
Fixed npc_(template_)maker crashing when spawning non NPC entities
Merge branch 'main' into prerelease
Add missing snow footstep fallbacks
Fixed npc_(template_)maker crashing when spawning non NPC entities
Add missing snow footstep fallbacks
Fixed npc_(template_)maker crashing when spawning non NPC entities
exported oiljack arm fbx to get the looping idle animation looping nicely after editing it in maya
Fix ConstructionPlaceholder not being removed from building blocks
Expand the render computebuffer in 2MB increments separately from the culling array expanding
attack heli turret gibs
prefab update
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setup pumpjack static prefab with correct engine collision for the engine switch and correct aniamted belt settings. also the olijack arm animtor now set up so the pumpjack can be stopped/started quickly
Don't spawn the ferry schedule entity at the ferry terminal unless nexus is enabled
Call UpdateNetworkGroup on entities when spawning them after a transfer to match previous change to SaveRestore.Load
Implement compacting array of meshes when expanding but it still sucks
Rollback EffectData:SetHitBox change
Merge branch 'main' into prerelease
Merge from hackweek-chat-emoji
Fixed emoji's deleting themselves if the character limit of the input field was 0
attack heli turret model
lods and helper setup (parts rotate properly and can be controlled by code)
updated heli prefab (hid the previous turret model)
Added "teleporteveryone2me" command
"Add Parent GameObject" now supports multiple objects. Added warnings if part of prefab hierachy. Preserves previous single object behaviour for single object selections.
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Merge from hackweek-chat-emoji
Cleanup
Emoji gallery will now respect the maximum character limit of the input field it's attached to