139,866 Commits over 4,383 Days - 1.33cph!
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
Adjust the left side of the krieg backpack holster by 0.06m to better fit some large guns
Hair dye is now calculated with it's own random generation instead of relying on a combination of hair type and index
Should distribute hair colours more uniformly
merge from contact_image_rendering_fix
Gizmo drawer for hole shapes
Fit to mesh function
Improve inspector GUI
Render in editor for easier testing
Added a Clear active property block button to SkeletonSKin, will only appear at runtime
Fixed end of tutorial cinematic
Minor existing orders polish:
- Show 'no existing orders' if the vending machine is empty
- Ensure deleting individual orders calls the proper method
- Clear out the test entry
- Remove all button turns on/off depending on the amount of entires
- Fix remove all button not properly removing all the sell orders at once
Fix tutorial NPC using cinematic avatar (might need to remove the cine avatar entirely)
Minor polish on sell order creator section:
- Clear buttons now work to clear each of the item/cost sections
- Sell order button is now disabled if either of the item or cost sections are empty
- No longer auto focus on search - instead focus on it when you select a sell or cost item
- Empty the search area when you select on a sell or cost item
- Minus buttons set themselves as disabled if the amount is == 1
Increase walk speed animation to 1.5 (was 1.2)
- Add a loading overlay to the existing sell orders when anything is pressed
- Remove loading overlay after 200 ms (enough to cover most latency cases)
- New existing order container
- Setup remove all button
Merge from main (no conflicts)