106,690 Commits over 3,836 Days - 1.16cph!
Repainted the blend map in an attempt to fix floating objects and gaps in rocks near the edges of the monument
Painted terrain alpha near the closed off entrance to the bunker to fix terrain poking through it
Shifted some objects that were floating
Moved terrain trigger near the NMS exit. This should hopefully stop players from getting killed by the terrain
Scene2prefab
rf transmitter vm admire anim and updated anim controller
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Moved fences near one of the houses to allow for players passing through
Deleted z-fighting decal in the office room
Made one of the exit door static and added some props around it to make it clear it does not open
added more loops to warhead cones so they smooth nicer on LOD0
fixed elevator cabin button travel
merge from itemskins_convar_restrict
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Added wood braces to the adobe skin interior walls
merge from nuclear_missile_silo
Cherrypick
81122 to NMS. Fixes chair showing as mountable when it has no valid dismount.
Added UsesAsOffset bool to LerpBetweenPointsBool to force offsetPosLocal to actualy work as an offset (defaults to false to preserve old behaviour)
cherrypicking
81009 - disable easter
Cherrypicking
81009 - disable easter
updated office elevator cabin call call buttons
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OnDestroy() not Destroy()
Fix spawn groups not being removed from SpawnHandler when destroyed
Fade the damage indicator in and out a bit more
Reinstate changes that
80221 merge ("merge from gameplay_metrics") accidentally stomped. Client and Server ValidDismountPosition calls now match exactly again.
Also using discards ("_") instead of creating a Collider for some TestNoClipping calls.
Merge from nuclear_missile_silo
Add 'radial_menu_mode' convar
Add option to change radial menu from hold to toggle mode so it works on trackpads
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Fix pumpkin being equipped on head when you right click it from inventory
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Added a detailed exterior culling volume / this will cull the exterior of silo when you are inside the tunnels
Accidently put #if UNITY_EDITOR instead of reverse
Only developers & admins can use 'graphics.itemskins' to disable workshop skins
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Updated elevator cabin mesh to support the new buttons
Moved a few props that you could get stuck on
Moved ground_junk_straight_b and ground_junk_straight_c props to the caboose folder since those prefabs were made specifically for the Caboose and didn't work with culling volumes due to using LODGroup
Created new variants of the ground_junk_straight_b and c and added RendererLOD to them
Replaced the old prefabs in the scene with the new ones
Replaced some other props that used LODGroup
Scene2prefab
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unlock_all_skins disabled by default
convar no longer saved (so it resets to false default)
Tweaked radio tower mesh
Added ladder trigger to the radio tower
Scene2prefab
Add menu option for to toggle using steam nicknames for friends
Tweaks to the underground lighting.
New worklight fixture to further highlight the warhead + surrounding tweaks.
Disabled all light occludees because cull volumes handle it.
Blanket increased light LOD distances also because the cull volumes will handle that.
Changed bulletin board glass material to a decal to fix lighting glitches
Fix escaping in JSON serialization
Finished splitting off all large culling volumes
Scene2prefab
Merge from main (previous attempt failed to include a few moves)