202,733 Commits over 4,202 Days - 2.01cph!
moved volumes in a little on wall mountable spotlight so it deploys to all building tiers
Hazmat suit despawn rarity set
Fixed an issue where the Night parameters for light intensity, ambient multiplier, and reflection multiplier were all being forced to 0 via script
Scene cleanup / medical barge prefab
Revert change to calculating distance on MissionPoint
Floating city / LOD progress for some imrpovised walkway meshes / bridge variant for medical barge / medical tent decal
Add method to calculate remaining path length
Revert bad file change from merge
tweaked lod distances on clothing mannequin to cull sooner
corrected artifical water sources not populating the artificalWater field in WaterInfo in all test cases, buoyancy flow force ignores artifical water sources
Merge from mission_create_streamlining
- Various small misc changes to working with missions in editor
- Fixes for Activate Sensor mission
- Adds ShowIf attribute to contextually hide fields in the inspector
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merge from decor_lighting_dlc
Clean: extra "can kick" annotation
Tests: none, trivial change
Clean: fix formatting in BasePlayerr-Server.cs after merges
Tests: none, trivial change
Cleaned up floating cities scene. Fixed some out of place assets in hierarchy. Deleted obsolete WIP prefabs. Re-prefabbed up medical bay for container work.
fluorescent wall light no longer a skin of the ceiling light
re-exporting 3p boomerang anim to fix shoulder issue
Fixed collision on 3m plastic floating walkway. Tidied up floating walkways level prefab.
Pickup toast message keys now correctly display when using DebugLanguage 1
merge from dunes_barricade_fix2
merge from scrap_heli_gibs_fix_2
Fixed despawn rates for:
M15
Pilot suit
Abyss hazmat
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Fix scrap hei gibs read/write after they were reverted by a previous change
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merge from decor_lighting_dlc
Update with Krieg backpacks
Let's get ParrelSync to work with Rust:
Symlink CFG
Symlink Texture Bundles
Setup ParrelSync
Lean up the implementation - remove a bunch of unneeded stuff
merge from deep_sea/islands
Scene backup.
Editor script fix.
Set ghost ship as deep sea global networked
merge from naval_update/deep_sea
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beanbag chair destroy sound + sound tweaks
table lamp deploy
deploy sound tweak for a few other lights