113,101 Commits over 3,928 Days - 1.20cph!
More aggressive chase behaviour
Add heavy scientists to spawns
subtracting tc_reskin_storageadaptor_fix - compile
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merge from tc_reskin_storageadaptor_fix
merge from binoculars_nre_2
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Bradley Heavy Scientist prefab & initial setup.
Bunch more wip spawn setup/functionality
Increase refresh interval from 5m -> 45m
Add `ping_refresh_interval` to modify how often ping refreshes
Set to 0 to never run ping estimation
Return ping results after each iteration rather than waiting for all 5 iterations to finish before returning any results
Update ping manifest
Add `ping_parallel` to switch between pinging sequentially and pinging all endpoints at once (default false)
Add `ping_samples` to control how many times to ping each endpoint (default 5)
Egressing cargo ship on save will continue to leave the map after load
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player update. double barrel shotgun anims set exported after edits
fully greyboxed worker house and master house
Merged topology/build zone fixes
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Swapped legacy sink over to serverside. It's sync position anyway
Fixed storage adaptor not working after reskinning a tool cupboard
Initial health-based spawn group setup.
Rename scientist prefab ahead of removing variant.
Manifest after rename.
Increased the amount of bullet impact and decal effects warmed up during loading time. This elimitates the stuttering when spawning a big amount of effects prefab for the first time (e.g when a fight starts and bullets start flying)
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Fixed error in junkpile during sink and destory method when in editor
Move scientist code to a separate bradley file while I'm at it
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Additional scientist spawning functionality.
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merge from motionblur-wind-fix
merge from moonpool-reflection-fix
Added LOD5, tweaked AO for consistency, and updated the prefabs
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Tall cliff whiteboxes
Test autospawn prefabs
Debug scene
Remove client UI button for ping estimation
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player update. exported/setup double barrel shotgun anim set
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Fixed moonpool reflecting the sky when water reflections = 0
Merged main into wire_slacking