140,483 Commits over 4,383 Days - 1.34cph!
Can add flares inside the tin can alarm
Updated All Kitchen Cupboard and Cabinet Props to World Layer
industrial auto turret
- fix localization and linked skin to industrial sitem
merge from spraycan_barrels_support
industrial dlc
- fix sitem localization
toggled hidden in workshop on shelves and barrels skinnable assets
industrial electric furnace / industrial shelves
- polish textures
- updated icon
- updated prefab
- updated localization for all industrial shelves & industrial electric furnace
- manifest updated
industrial electric furnace
- remove redundant prefab
merge from socialmenu_optims
configuration overhaul, all relay settings are now convars
Restored NVIDIA reflex options being disabled if not supported
Added DisableIfDlssNotSupported to DLSS option (was only on DLAA)
Needs more work because looks like DLSS.IsDlssSupported is always returning false currently
Updated Foldable Table Folded Version Colliders
Populate the friend list on init so the social button can show the online count
merge from weapon_refresh_binoculars
merge from DefWorkbenchupgrade_desc
merge from ziggurat_materials_fix
merge from roadsign_spawner_fix
merge from bag_corpse_health_fix
merge from deepsea_harvest_fix
Fix not being able to harvest / clone plants on a boat while in the deep sea
Fix health info showing up for sleeping bag / towel corpses
Stronger override for all container corpses instead of relying on ShowHealthInfo
Fixed missing basecolor in a couple of materials related to ziggurat scene
Updated HLOD
Ziggurat S2P
Reenable all roadsign spawners - they were mistakenly saved as disabled in recent months (127266 / 140558), causing no roadsigns to spawn in monuments after they were S2Ped
S2P outpost, junkyard, powerplant, satellite dish, sewer branch, military tunnels, fishing village a, water well b & c
adding a static binocular prefab to avoid using the worldmodel in monuments
fixed the supply barge missing prefab link
S2P floating cities
Added missing Model component to salvaged axe entity, fixes skins not loading in 3P
Merge from main
Keep source on directory conflicts, viewmodel.prefab auto-merged
Add GPU check method on ConVar terrain.cullingtest
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Change min/max heightmap to from R16G16_Uint to encoded R32_UInt for guaranteed compatibility
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Apply shelve
13775 Fix terrain.geometryclipmaps not persisting properly
Added new TriggerMonumentIOArea component that allows IO wiring inside the bounds even if those bounds are within a monument (still won't work if the player is build blocked)
Crude produced at a monument is locked, can only be moved via IO
Stays locked once it's transferred into the car fuel tank, can only be removed at a car lift
Items flagged as Locked are now blocked from moving via MoveItem RPC (might have side-effects)
Merge from quarry_material_fix
Disable terrain blend on quarry material
Merge from ducked_splash_fix
Slight change for better LOS check
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- Anim polish for the
10000 time
- Missing phrases