201,428 Commits over 4,171 Days - 2.01cph!
Fixed green pipe option not appearing in radial menu (whoops)
Marked all monument HLOD meshes as non read/write, should save some memory (some of these meshes are quite chunky)
Added a new tool to mark a generated mesh as non read/write, as this isn't exposed in the inspector but is in the metadata (?)
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Post tweaks for text contrast
Reduced the distance limit between industrial pipe anchors (was 0.3, now 0.05)
Adjusted the pipe mesh generation to dynamically adjust the curves to better accomodate tight line points
This does allow some scenarios where pipe generation looks rough but the usability tradeoff is worth it
Adjusted cockpit interior lights to match the final gun camera look
Added UI to expose new filter options
Checked every prefab in the project and every single one has LifeState set to LifeState.Alive, so set it to ReadOnly in the Inspector. One less thing to worry about getting right.
Holding sprint while placing industrial pipes adjusts the placement raycast so it collides with deployables, allows running pipes around boxes like in the update trailer
Increased the offset industrial pipes have from the placement surface by 0.01
Vehicle turret loot panel
Add a mission objective script to deal X damage to a specific mission entity
Fail the objective if the target entity is not found anymore
Add an option to specify if an objective is required, and if it is then failing it will fail the mission
Misc shader variant cleanup
Fixed compile error in Standard-Particle for instancing permutation
Fixed compile errors in Standard-Indexed shader set
Fixed edge case of underground train entrance stairs not connecting to underground line
AH post grading WIP
Underlying material tweaks
updated slide decal
graveyard walls - added a damaged segment for compound
compound progress backup
Reduced variant count on core shaders
killed shadow proxies on cave segments - needs deep S2P
Added source files for plastic_bucket_a
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Loose Jeans Updated files
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pooling/reuse tweaks for pegs and pivot points, also now works for placement ghost models.
added some extra sentries to cover exits
extra dressing