145,405 Commits over 4,413 Days - 1.37cph!
merge from barrel_conveyor_fix
Fix forceShowInConveyorFilters not overriding redirect check
Show industrial barrels too
Merge from indirect_instancing
merge from workshop_emission_fix_again
Add WorkshopEmissionToggle to basic furnance
Add guard in EmissionToggle to not work while in the workshop (breaks emission colour selecting)
Added workshop emission controls for miner hat, fix error with miner hat in workshop not displaying player model
Adjusting mannequin position to fix feet clipping
Industrial Autoturret - Updated LOD0 with individual shield piece for bow support
merge from spraycan_reskin_refactor 🎨
Updating mannequin skinning
Refactored the entire method / file now that reskinning is feature complete and all on the new system
Clear steps, organized validation logic, comments, ripped out redundant stuff, etc.
Allow reskinning while noclip flying
Tank top mesh update to reduce clipping with pants
start on 3p darts animation controller
main -> custom_;loadingmessages_newlines
\n is not working for loading messages. Support br and ensure its not stripped out as it was before
Added subsytem setup for 3p industrial torch, added torch.player override controller
industrial garage door;
- fixed lock position
Updating burst cloth settings for industrial torch
kiosks and accessories shadow pass (might need to revisit to tweak casters if artifacts/acne)
Examine button uses the bound key
Fixes
Merge from std_shader_compat
Add some notes about newly added .cginc files and why they are there.
cargo_map_marker_fix_2 -> main
industrial shelves;
- missed one, removing redundant material
Fix cargo crates appearing underneath cargo map marker when joining games with a cargo ship already roaming around
industrial shelves;
- Tweaked the colour mask texture to reduce the washed out look a bit
- Polish on colour lookup values, shelves now matches your shipping container colours accurately
- Removed redundant material files since its using lookup table instead
- Reassigned model to the single material
Clean up Instancing.cginc
Restore built-in instancing compatibility of Rust/Standard shader because it's also required for non-BRG procedural instancing
first large pass on shadow proxies and shadows disable across monument, apartment complex B and a bunch of props, road and floor prefabs
Tshirt proper import settings to fix seam on wrists
updated dart movement in 1p throw and added a temp 3p idle loop and trimmed the start animation clip
Adjusted tshirt mesh to avoid clipping with pants, and some other general cleanup
Adjusted the pickup volumes for bamboo and industrial single shelf.
This fixes not being able to pick up the shelf if you've deployed it too close to the TC.
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Fixed infinitely stacking bamboo and industrial half shelves on top of eachother
fixed apartment_b_concrete_mixed_slab
Add computer station reskinning
Now preserves all the saved cctv codes and wire stays connected to the sub io entity, snapping to the new handle position
Fix an NRE when trying to control drones on playground
merge from industrial_dlc
Rejigged rentable shops so that interior and exterior are their own prefabs. Removed colliders and entity scripts for props inside. Removed obsolete decal mesh from large apartment prefab.
Removed EffectRecycle Script from the enabled.prefab (was causing issues).