130,498 Commits over 4,140 Days - 1.31cph!
m249 - updated weapon audio timings
Update related monument prefabs
Fix overlapping metal/glass colliders in shop fronts and security doors.
spas12
- updated 3p anims to have -50 rot y on top spine control
- set correct custom spine offset rot y on entity
hierarchy generation actually applies the transforms it gathers (still adds all colliders to the root)
Add small_glass to query vis job runner, only run terrain ignore checks if rays hit terrain, bump max hits to 4.
Chandelier, Electric Table Lamp - Added cinematic 4k textures
Beanbag Seat - Added fuzz shader to the cinematic materials, fixed them a bit and made them the default material for the prefab on this branch
Block spray can reskinning of ceilinglight
Wallpaper - tweaked carpet, added hexagon tiles
Fixed store takeover editor following the localization changes
updated timing of world sks reload weapon anim
- Move recast code to the rust native project
- Rust native local DLL build to test
Beanbag Seat - Added 4K textures and materials for media
split collider data SO out into its own file
better default params and fixed it not actually using the target MeshFilter it's given
More set dressing floating walkways and docks WIP
adjust shore epsilon for terrain-water check
Ceiling fluorescent light is now a redirect skin of the ceiling light
Power consumption upped to 2
Affects growables
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Remove non threadsafe timeWarning from multithreaded part
Beanbag Seat - Updated textures with colour changes and added fuzz shader
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merge from decor_lighting_dlc
ContainerIOEntity now has a isLockable field
Made the wall cabinet lockable
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positioned lock empty in wall cabinet
Wall Storage - Deleted old icon from the main assets folder (it seems to have slipped through using the old icon tool)
package modifications
- built latest version 1.0.7 and replaced Windows DLL, gives access to more tuning parameters
- made lib editor only
- compatibility changes for new version
- removed old version linux and osx libraries, if someone cares to generate convex colliders on mac/linux then we can build them
gunshot_network_range_improvements -> main
- Import UniTask
- Run navmesh generation on a background thread
- Handle AiManager.nav_wait and AI.move the same way as the current DynamicNavmesh
fix for double audio trigger bug
Ensure the AK variants have the same sound range as the base ak
Floating city scene cleanup
Medical bay progress
If terrain height is greater than water height then we should assume we are dry, and then run the volume checks rather than just ignoring the case and allows false positives.
Floating walkways set dressing WIP
Improvised walkway roof corner pieces for medical bay tent
Set shadowcasting on tarps to 2 sided
moved mannequin body part prefabs to their own folder so theyre easier to find
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