113,174 Commits over 3,959 Days - 1.19cph!
updated creeping tree a,b,c billboard textures to match
enabled mip alpha coverage, alpha cutout tweaks
Merged main into toolcupboard_retroskin
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added shake to minigun shooting 3p anim and changed the idle pose so the feet are spread wider
Oilrig_small door navmesh fixes
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vent_col navmesh gen error fix.
More updates involving LOD fading
Oilrig1 door navmesh fixes.
Suitcase collision navmesh error gen fix.
Oilrig1 initial move point data
merge from harbor_tweaks_4_cargoship
EnvironmentVolume now draws the gizmo of all selected objects instead of just the last one (it still hides the gizmo if only the parent is selected)
Fixed EnvironmentVolume making manually added mesh colliders readonly / unsaved
tweaked the start of env volumes in rig moonpool
fixed loot barrel spawn on large rig
S2P
merge from bradley_scientists
merge from oilrig_sat_tube
merge from vendor_ui_map_close
extended building topology reach in H2
merge from bring_back_vendor_names
Lowered barges, fixed a barrel spawn or two
merge from fix_connect_localhost
merge from fluid_splitter_fix
merge from ioentities_handles_naming
merge from disable_Easter2024
disable easter event
Update menuvideo
Update gameui
lowered both harbors by 1m
S2P
re-applied water flooding to the H1 tilted barge. Water culling doesn't work in the middle of the sea visually
extended monument topology on H2 to prevent seaweed poking
Harbors terrain heightmap fixes
Reserialize every material in the project (1527 changed materials)
Enabled snapping on igniter, electric heater, laser light, sound light
Disabled blend aim angle on a few other prefabs
Merge from harbor_tweaks_4_cargoship
Merge from bradley_scientists
Fix progress bar not working
Fixed door controller deployement overlapping issues
Fixed sprinkler deployement overlapping issues
Fixed snapping issues with components facing down (sprinkler, igniter...)
Merged main into io_entity_snapping/fixes/2
Move skinnable asset into root Tool Cupboard directory and fixed prefab name