122,030 Commits over 4,048 Days - 1.26cph!
Removed old WorkCart cover visuals since they're now baked into the mesh
Mergable (with unpolished autospawns in the desert)
Fixed mip and convolution passes
Fixed render passes to allow rendering slice by slice.
entity updates (still stuff to resolve)
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merge from rail_network_3
Train LODs progress
-Lod1 seems to transition nicely with very little vertex colour mask blend popping
-Prefab update
Enabled cliff spawning in ProceduralMapRoad
Fixed certain cliff pieces sometimes spawning on rail
Level 0 move & cover point setup
Separated greybox into tasks objects/folders
Remaining forest fixes 1/3
Made AI data a prefab.
Added AI data to launchsite prefab, s2p launch site.
Door settings.
centred train transforms so now there's no offset from the middle of the train
-same for collision mesh
removed unnecessary material for control panel
adjusted decal material
updated train prefab
Potentially fixed camera rotation input while parented to a nested transform
Fixed camera position/rotation changing when cycling through bones
Show bone name on demo UI when parented to a bone (won't show if parented to the root of an entity)
Test demos, on right branch this time
Merge from global_broadcast_fix (HABs and helicopters should no longer broadcast globally when they are idle)
Disable global broadcast on HAB, mini and scrap transport helicopters (this is now enabled as needed at runtime)
Merge from spraycan_merge2
Added new IAnimationEventReceiver that can intercept events from AnimationEvents component without needing to access the held entity. This works in regular gameplay as well as spectating.
Reworked spray can to use new component for viewmodel spraying animations
Fix demo NRE when scrubbing while freehand sprays are created
Don't play world spray fx in first person
Fixed forest masks on about half the map
Update FP.Nexus
Pull in clan info so the clan UI can render correctly now
Update FP.Nexus
WIP nexus clan backend
Item/Prefab setup and Id's