106,696 Commits over 3,836 Days - 1.16cph!
merge from main, conflict fix
Scrap trucks at the junkyard now destroy themselves if they're taken out of the junkyard
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Fixed all player input no longer working if an item was moved while it was selected in the inventory while the splitter input field had keyboard focus
Merge from more_map_markers
Removed Sprint as well, now only AltLook key
Electrical box moves to match lighting tweaks.
Finalized entrance area lighting
FX prefab tweaks.
For destroyed entities: If the drop container is the floating type, use it even when there is only one item to drop, instead of dropping just the item on its own.
Removed duck button option for alt moves
merge from cpu_affinity_commands
Fix conditional compile causing unreachable code
merge from cpu_affinity_commands
Bounce light tweaks inside FX prefab for shifted props.
Emissive texture to Bilinear instead of Mitchell. Less haloing.
Near plane & bias tweaks for door leakage.
Added new computer cabinets to the scene
Scene2prefab
Optimized the office elevator prefab's lighting setup.
New computer cabinet variants
Added emissive and color mask
Fixed ability to set process priority with IL2CPP on windows
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Prefab backup.
Minor tweaks on lighting prefabs/mats.
merge from ComputerArrowKeys
Fixed network read thread spinning unless decrypt queue is at capacity
AI_UpperRight scientist spawners
AI_UpperRight cover first pass and added some missing move point data
merge from cpu_affinity_commands
merge from gameplay_metrics
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Updating Shotgun Ammo World Model Prefab
Setup Shotgun Ammo World Model Folder
Prefab Setup/FBX/Materials/Textures/Col
LODS Next
refreshing the splats and topology maps with the latest monument changes
mlrs vehicle static prefab, emissive off material
HLOD setup for ferry terminal
distance tweaks to some cover props so they don't get bundled into future HLOD gens
fixed an offset on logistic warehouse LOD4
AI_UpperRight initial setup and first pass of movement data