116,221 Commits over 3,987 Days - 1.21cph!
fixed brick skin spiral stairs zfight on highlight
setting up pumpjack static prefab and edited oiljack anim controller
Padding roof conditional colliders just in case
Brick Skin Gap in roof conditional
revised 2nd weapon rack texture so it doesn't blend as easily with more rusted weapons
without making it looks whack
set left and right line brick roof conditionals to DeployableVolumeIgnore to allow wall underneath to be built
Fixed inaccurate colliders on L and U stairs brick
fixed hammer highlight not complete on brick foundations
improved brick skin roof LOD2 visuals
added pieces of trim on triangle roofs edges
Better eye positioning
Animator changes to support deploy animation before transitioning into parachute control anims
Don't process input until deploy animation is finished
Animator changes to support better freefall animations while parachute is equipped
Hook up new animator state
Fixed submarines acting like parented players were kept out of water. Only consider mounted players as out of wter
Force changes, much improved handling
Don't disable submarine parent triggers manually when underwater anymore, since
84684 will do it for us automatically now
Unparent from all trigger volumes when underwater so that players don't get pulled down with sinking ships
Compile fixes, manifest, codegen, test scene
Use crouch collider height while swimming. Fixes not being able to get through doors of tugboats that are on a steep angle under the sea.
Don't request the server emoji list if the server is running a protocol <= 2398
Temporary fix to prevent any unhandled RPC's when we merge emoji to main and don't bump the network version
Fixed pixelation flicker glitch on WeaponRackLight
Flashbang, F1, Beancan & 40mm underwater boom size adjustments.
S/M/L explosion FX variants for the underwater portion as well.
Prevent MaterialReplacement from being added in PrefabPreProcess if InstancedMeshFilter is attached
Start with to handle workshop skins
Better emissive texture for supermarket/rocket launch office ceiling lights
Fixed position and sizes of the supermarket ceiling lights
Fixed the materials of the Pumpjack
Update global_networked_bases/2021
Convert rug, landmind & floor spikes
Right click option will handle multiple selected prefabs
Convert garage door manually with an instanced placeholder mesh (since it's a SkinnedMeshRenderer)
Manually convert doors and mark as "normal rendering in network range"
Can now right click individual prefabs and convert them with the right click context menu
Add method to de-convert prefabs from instanced rendering (mainly used to redo conversion from scratch)
Fix MeshRenderers being stripped when entity needs to use normal rendering within network range
Don't run OnPreCull unless in playmode (errors)
One inverted bool convar = hour of debugging
large tall weapon rack texture change
seeing if i can get the contrast better without making it look whack
updated prefab to include new rigged mesh, added colliders, old mesh hidden
Fixed getting stuck on pipes in arctic base
Reapply changes to ferry terminal
Rotor wash underwater render fix.
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Fix server failing to start when nexus is enabled and the save folder doesn't exist yet
Fixed broken concrete rubble pile in the lighthouse
Fixed holes in the lighthouse exterior in LOD1
Tweaked baked lighthouse lod texture to better match LOD0 color values