107,031 Commits over 3,836 Days - 1.16cph!
Updated vehicle collision effect code, fixed the warnings re SubmarineDuo
Merge WorkCartUpdate -> Main
Increased the culling distance for trains and wagons, and set the wagon LOD groups to all match in their transition points. Improved my CopyLODValues script to manage culling points appropriately on LOD Groups that have a different amounts of LOD levels.
Don't run Alt topos in the corners.
Remaining cliff masks, give or take
Almost all cliff zones masked.
player anim, entity and world model animator updates,
added anims for world weapon, added separate ammo box model and lods, effect setup
Slightly reduced the intensity of the headlight emissive
New headlight and tail light materials that have a texture when the lights are turned off
Autospawn improvements WIP
train lods update and progress
prefab update
reapplying fps counter option menu
thumb_up
52
thumb_down
35
Updated work cart gibs to reflect changes
Synced gibs in work cart prefabs
subtracting
70830, will reapply once fixed
Updated work cart LODs
Material tweaks
Reworked baked LOD materials to minimize pop-in
L2-3 custom navmesh data, spawns, patrol, move & cover points.
Fixed a bunch of desert spawn rules.
Added stables.
Fixed some floaters.
L1 cover points.
Added AICoverPointEditor custom inspector script with buttons to quickly rotate cover points +/- 90 degrees
Comment only. Added info on Hierarchy
PathList has Hierarchy variable that can be set to determine type (0 = ring road / rail, 1 = side road / rail, 2 = dirt trail / rail siding)
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L1 custom navmesh data, patrol route, move point, spawns.
Forgot Hapis map bundle assignment
Level 0 test spawner & patrol.
Set NPC stat override values for level 0.
(no s2p yet)
merge from hapis_conversion
reenabled Hapis scene in build
More work on shot compatibility, fixing stuttering and incorrect offsets when exiting shots
Fix demos UI public variables inside CLIENT blocks
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Hook up world animator field so weapon animations play
Copy eject shell effect over to ensure effects are playing correctly
Always make the leader role have all permissions
Show a better error message when the clan leader tries to demote themself
Update FP.Nexus
Implement the remaining IClan methods
Match the WorkCart rear lights to their old colour
Mark the new rail sidings as secondary paths, make sure they're not selected by default, and set them to be the new wagon spawn areas
Merge from spraycan_merge2 (NRE fix)
Removed unused light script
Fixed not being able to set camBone by name
Updated all WorkCart colliders to match the updated model