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Random race checkpoint generation
[D11] UI Controller support and additional support files
Some changes to auto checkpoint generation. Try to find some tall buildings to go up - but not every time. Fixed a bugs in the free space finder as well.
[D11] Fixed missing D11_CONSOLE_PORT defines
Updated impostors to latest
wip placeholder objective UI setup
moved to left side (forgot about the killfeed)
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Eliminated GC from TOD image effects
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avatar face icon renderer stuff
adding face icon
adding icon shader (adding the outline in the shader)
tweak temple environment model to attenuate the bright spot in the middle
cleaned some unused material
Dispenser can hide entity view when empty
Crafting order creation uses LMB/RMB to change count
Some refactoring
Updated ASE to latest 1.5.4
Network game modes are getting pretty full of stuff. Trying splitting some of it out. WIP
Let's use interfaces for both
Conversion complete for all game modes
Merge game mode refactor into Main. Spawn-related methods are now in a separate interface, somewhat decluttering game mode classes.
Fixed broken score display for score-based game types
Cargo ship hull vertex paint
Fixed crafting order panel counts not resetting
hooking up some career sponsors ui code basics
Fixed trigger evaluation routine running in incorrect game/time states
[D11] Updated RustNative code / recompiled console DLLs
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cargo ship scene prep
breaking up crew building into smaller models
crew building interior greybox pass
added static ship door
Cargo ship hull vertex paint v2
Changed color, hue variation and darken to instanced properties in BeforeFoliage
Added beforefoliage impostor bake and runtime shaders
added support for body customisation: protobuf, browsing, equipping, saving, editor states, definition.
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