146,579 Commits over 4,444 Days - 1.37cph!
Fixed strobe light medium speed flag clashing with the IO short circuit flag
Fixed inspecting in the skin viewer not working, it was only working if the bind was strictly set to inventory.examineheld
texture polish on industrial barricade, temporary emissive setup (will switch to UV2s for proper em)
Fixed GetButtonsWithBind not finding binds when giving it the full command with args
Fixes NeedsKeyboard not letting AllowedBinds go through (fixes binds not working in painting UI)
Communal space dressing progress
Dark debris kit prefabs
Separate planter prefabs
Mesh fixes
combined lower and upper part of the monument blocker collapsed. Separated gibs into wood, metal & concrete
fix missing resource reset
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Adeed sound to helmet and vest bdu set
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remade prefab which used an obsolete asset
monument blocker-collapsed update (Addded collisions, gibs, geo. Did optimization as well
extra set dressing prefab for apartment wing (temporary)
set BDU and ballistic to modern era
ripping IO out of BaseSculpture, will need to be separated later as a sub-entity for ice so it's cleaner
merge from attachment_charms
merge from attachment_charms
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Fixed F1 console input field losing focus when connecting/disconnecting
Add snapping to auto turret and flame turret through the new auto system
Added metal/gloss map for pixie cut style as material block forces it to be too shiny without one
Reduced lod textures from 512>256
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- Added the RRP volumes for all color grading post process volumes and configured most of their settings
- Updated the player_preview to include the new effects - color grading prefab
- Updated the ClimateOverlay script to be compatible with both BRP and RRP volumes
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Fixed a steam DLC and Frontiersman full screen store pages background being set as a texture instead of sprite
They arent loading since Unity 6 because they're part of a spriteatlas
Add editor shortcut for selecting prefab root asset from a selected prefab instance
Don't recent the targeting area on the final impact location when position is calculated, keep it at the last target location.
Instead, show a map debug icon at the exact final location for testing.
Fixed keybind reset button not working
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convert sculpting controller to us InputSystem
Generic popup button size tweaks
Restored save loadout popup
Split EvaluateCrashSpot into sub functions ready for further changes.
Add profiling to each.
Prefab and COL for first, undamaged state of industrial barricade