145,543 Commits over 4,444 Days - 1.36cph!
merge from optimize_train_track_meshes -> main
Fix "Double invocation of a deferred action"
Fix null check using .Equals() instead of == null
Top floor progress
Reverted some material overrides in the core and wing prefabs
Fix CLIENT compile errors
merge from main -> optimize_train_track_meshes
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Merge from findobjectsoftype_replace
Lighting WIP.
Tweaked gloss on tiles_A down a bit for lighting purposes.
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merge from apartment_complex_monument/prototype -> apartment_complex_monument
merge from apartment_complex_monument -> apartment_complex_monument/prototype
merge apartment_complex_monument/prototype/mailbox
Ok finally fix slide 3 being positioned wrong
RotateOnFlag was setting position so it could slide out but didnt have the 0.01m offset for slide 3 configured
gamesroom minifridge;
- greybox model updated
- updated prefab item reference for repair and pickup
Glass AR - adjusted WIP viewmodel position for testing
Merge from setflag_change
Swap all mailbox props with the entity mailboxes and assign the room numbers to them
Show P1 instead of PH1 on the mailbox so all mailbox codes are 2 characters
Adjust text position of the 3rd slide because the mesh is slightly offset
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Add mailbox slide entities to manifest
bunny hat uses cap deformhair
merge from rhib_cargo_fixes
Debug: add a bit of logging to track down why fuzzy Pool can spill aggressively
- added a couple temporary perf tests to stress test it
Tests: botted into Playground, ran my temp tests
shift the RHIB's COM down for a short time after releasing from cargo so its launch is more stable
Make each slide in the mailbox it's own entity with correct mesh
Bring usages of obsolete SetFlag back to 0 after merge
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Push starting targeting radius out of its own monument bounds.
naming updates for 3p inventory idles
Updated inventory idle anims so they are on the new player update rig
Glass AR - updated viewmodel FBX for rigging
Fix deploy guide not rendering when in a map without water