159,042 Commits over 4,597 Days - 1.44cph!
Brutalist Rock - Adjusted hand position, updated and split models, updated prefabs
Removed all RRP condition shader keywords from the shaders
Added in M79 Grenade Launcher World Model
Bugfix: make sure ContentDirBackend serializes correctly
Tests: generated ContentDirBackend
▍▅▋▅▋█ ▋█▋▇▊▇█ ▋▍▅ █▉▅▊▅▋▅ █▋ ▇▆▌▉▅▆▍ █▇█▍█▄▅▉▊ ▅▍▍▋ ▋█▍█▄ ▆▉▅▄█▅▍ ▇▇▇▅▌▌▉▄▋▍ ▄▇▍▋ ▇▇▊▄▍▌
merge from scrap_king_building_skin - final store icon and square images
added steam quare images and final store icon to scap king sitem
▋▋▆█▄█ ▅▇▋▇▋▅▍ ▊▇▅ ▄▉▍▉▄▌▋ ▊▍ ▅▇▌▇▋▆▌ ▆▅▋▊▌▉▌▍█ ▍▇▄█ ▋▋▌▋▍ ▆▍▇▇▌▌▍ ▉█▍▄▆▄▍▄▍▌ ▋▍▊▇ █▋▍▄▅█
▅ ▌▅▌▋▋▋▌ ▇▆▉▋▌▄▆▆ ▋▋▌▇▊▄ ▆▉▊ ▆▌▄█ ▇▅▄▄▄▊▉▇▉▆▆ ▅▅▊ ▋▍▄▋▋ █▉▍▊▅▋ ▆ ▄▊▉▅▉▍ ▋█ ▄▄▉▋▌
Stencils now overflow correctly in menu
add some placeholder stencils for testing
Merge: from remove_baseplayer_breadcrumbs
- Clean: remove error logs related to mystery client NRE
Tests: build simulator
scrap king - updated gibs and prefabs
Clean: remove all baseplayer NRE breadcrumbs and supporting code
Tests: none, trivial change
Fixed shore ice spawning over railway tracks - added a Rail TerrainFilter to `shore_ice_[abc]` to reject ice placement over rail topology. Existing checks at single points easily failed. Tested in editor, resolved.
Uzi - charm support and world model Picatinny rail
- world model rig re-exported with Picatinny rail, shown only when a sight is attached
- charm set up in 1p/3p
- supportsAccessories enabled on item
- attachment positions adjusted in 3p
Fixed roadside waterpipes sometimes spawning on top of a road at T-junctions - stage's SpawnFilter now excludes road topology during placement
ent unlock now works on steering wheels
Merge: from jobs4_default
- Update: make UsePlayerUpdateJobs default to 4
Tests: none
Update: turn UsePlayerUpdateJobs to 4 by default
Tests: none, trivial change
Moved stencils to a seperate tool (like eraser, brush, colour picker)
Eraser/stencils/brush get different slider values (so brush is small like a tattoo needle, stencils can be stamped much larger)
Clan logo appears in stencil section instead of brush
Stencils can't be tinted
add combat log entry for hitting gull groups
GetVisitingVendor should always return the oldest visiting vendor
Possibly fix NetRead.get_Position NREs
Fix NRE when opening the inventory screen whilst in a conversation
Fix the new phone conversations displaying wrong information when server commands have been used
▋█▌█▅▋ ▇▇▉▌▋▇▄▋▍ ▍▇▉ ▌▆█▉▊▍ ▌▅▆▌▋ ▍▋▋▇ ▅▄▌▄▍▊▅ ▆▆▇▇▇▋█▅▊ ██▄▌▌█▆▋▌▊ ▍██▊ ▊▄▄▍▍▋▅▍█▍▊▄ ▅▅▇▊▅▋ ▅▆▆ ▉▋▍▉▊▋▄▅▇▊ ▊▋▊▋▆▆▋█ ██▉▍▅ ▅▋▆ ▄█▆█▆▇▅ ▇▅▇▅█▇▍ ▄▋▄▇▍▆▉ █▅ ▇▇▆ ▊▋▋▉▉▋ ▋▇▋ ▊▌▌▇▇ ▊▇▉ ▌▅ ▆▅█ █▋▍▌▅▉ ▋▉▆ ▍▄▄▊█▉▉▋ ▇▋▍▆ █▍ ▅▍ ▊▊▅▌▆▅▅▅▆▇ ▄▊▋▉▆▊▅▇ ▌▋▇ ▋▅▋▄▄▋▉▅ ▆▄ ▋▋ ▌▉▌▉▊▄▌ ▍▌█▄▉▍▄▋▉▇
Merge from procgen_fix_icelake_placement
▆▉▋▌▋▄ ▍▌▅▋▉▍▄▆▌ ▄▅▊▋▅ ▄ ▋▅▍▉▆▊▄ ▌▉▊▍▅ ▄▍▊▉ ▍▄█ ▍█▊▍▋▄ █▅▇▄▄▋▊▆▌
Bunker entrance source scene - reduced radius/fade to be closer to monument footprint. Removed unncessary paint data (out of bounds) from splat maps to clean up falloff. Reduced blend map to fade to 0 within monument radius. Propagated changes to bunker entrance a-d prefabs. Tested in procmap.
Fix salvaged hammer animation events path in editor (wrong slashes)
Fix drop item binds dropping the held item from your belt when in the inventory
UZI viewmodel
- Add Picatinny rail to rig & updated
- set up rail to show when sights are attached
- adjusted attachment positions
- rail/mag ViewModelRenderers
Use stock extended properties whilst in a turret, regardless of how the stock set
restrict brush type and size
Cherry-pick directory case fix
Merge from bird_flocks_audio_distance
Use short prefab name for weapon in combatlog
Adjust various UZI mod points
Draw monument gizmos when editing terrain to help line up painting blend/splat within the radius and topology bounds
main -> character_customisation