139,881 Commits over 4,383 Days - 1.33cph!
Mortar IK ref points updated and anims exported
exported edited salvaged hammer refresh vm anims
Updating mortar rig with hand IK targets
String material texture offset gets updated according to the current rotation of the wheel bone
apartment complex exterior baked LODs
workbench upgrades models and textures (salvage, recycle and comfort)
Can't open upgrade inventory if building blocked
merge from bandit_sentry_culling_fix
merge from armored _ladder_hatch_material_fix
Add ApplyVertexColorStrength and ApplyVertexAlphaStrength to material property block for hair dye
merge from floating_city_oilrig_leg_fix
merge from ferry_terminal_nets
Added support for per workbench-level upgrade visuals.
Assigned reinforced visuals for all workbench levels.
Hook new navmesh to ghostships and tropical islands
Fixed hair caps not working on some player seeds
Disabled shadows on midlength hair
Rentable Shop D - LODs, collision, shutter LODs, shutter polish, replaced models with prefabs in main prefab
Fix client server compile errors
Don't reset new speed consistency test params between runs
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Merge from workbench_upgrades
Fixed visual spawning method breaking initial LOD functionality.
Updating skinning for mannequin
Fix missing visual prefab link on reinforced item
Subtract mesh changes to prevent conflicts
Fix reinforced placement links
Break prefab connections on all upgrade visual placement guides for Workbench 1,2,3.
Remove the components added by source prefabs.
Renamed to show they're placement locations.
exported edited salvaged hammer refresh vm anims
Electric Furnace - updated game and workshop models to remove small overlapping parts
Remove a rogue closing parenthesis in copypaste reply
merge from egghunt_top_rewards_fix
Fix top egg collector reward being lost when the players inventory is full
Fix some pool leaks
Electric Furnace - fixes to workshop model
increased culling distance for bandit sentry static
fixed specular values on oilrig leg baked lod mat
S2P all floating cities, to fix a missing material
disabled mesh colliders on fishing nets on the ground at Ferry terminal
S2P
Fixing small back pack LODs having incorrect skinning
Refactor f1 grenade input handling to not rely on viewmodel events, fixes them not being throwable in third person
Should be unchanged for players
Enable Decal layer 0 on atlas_crypt_blend.mat for spray can compatibility
merge from crypt_skin_fixes
Commit changed metas from NukeDistant merge