134,017 Commits over 4,293 Days - 1.30cph!
Server admin tab, layout changes
Enable FX for lit frames & related files.
pt_boat_turret_prefabinfo -> main
Add prefab info to the front and rear pt boat 50 cal turrets
Add small arrow on guide of paintable window to indicate which face is paintable, also match durability reduction on pickup of normal reinforced window
Generated the double pt boat turret icon
Updating cannon model with separated fuse
Added zooming in the item list menu (ctrl + scroll wheel)
- Revert M249 icon
- Add single turret icon
artist pack description update
icon_generator_animation_support
Add support to the Prop Renderer / Icon Generator to allow running Idle animations in Editor, this means we can force the model to move its bones to an initial idle state.
Required in order to generate icons for the new PT Boat Turrets
renamed scrap frames to shutter frames in name and description json
Paintball Gun - replaced worldmodel ammo MeshLOD with LOD Group so it plays nice with play mode
Merge from artist_pack_dlc
Paintball gun viewmodel change somehow missed commit
Fixed naval scientist suit missing name
Fix null ref on paintball decals
Fix paintball overalls having both mesh groups visible without a hat on
Unlit bulb mesh cull distance from 100 to 20.
added material to baked paintball mesh and added to lodgroup
force_update_trigger_bypass -> main
Temporarily revert the boat building steering wheel from mount sync improvements until we can sanity check other optimizations
Adjusted the lightbulb material.
force_update_trigger_bypass -> main
Dont need extra force update check
merge from steaminventory_scroll_fix
Attempt at fixing the steam inventory menu only showing one line when open for the first time
Fix new mountable unparenting behaviour from freaking out when you dismount into a trigger volume. It would cause players to be kept contained in that volume
Removing unecessary step from Jenkinsfile that was used for debugging purposes
merge from testrunner_window
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Don't run unecessary boat building finishing stuff if BBS is killed under normal finish building circumstances.
Added a button to export and refresh the test list
Speed up test list export by only looking for types starting with "Test"
Adjusted safezone params to be max depth
Paintable Reactive Target - Re-rendered icon with proper shaders, simplified floor collisions, adjusted target collisions angle when down
Slightly delay BakeDragAngles on init
hooked up metalrough and ao to lightup frame material, must have been missed when we switched shader
Better check for helicopter smuggling when crossing to the deep sea