122,203 Commits over 4,048 Days - 1.26cph!
ghost and outline fixes and improvements. tidy up.
Reducing min NetRead and NetWrite buffer sizes from 4kb to 2kb
merge from PZTMissingFaceFix
Don't show attack heli health info while player is mounted
Update spawn list minicopter convar name
Fixed gun turret rotation local vs. world space. other minor fixes.
Censor the frequency display on RF Transmitter item icons when streamer mode is active (displays xxxMHz) instead
Fix autohover affecting every heli
Merge Main -> AttackHelicopter. +manifest rebuild
Added zoom to gunner cam (RMB). Any mountable can now process local client inputs using LocalInput method (not just computer stations).
Media backup: scenes, anims, prefabs
Industrial conveyor will now attempt to fill any existing stacks in an output container before making a new stack
Ensure filter dialog still exists when receiving buffer info
Fixed conveyors set to AND mode incorrectly starting a transfer if there were multiple stacks of the same filtered item in an input container
Prevent keybinds running when renaming a shot
Added an interaction blocker underneath the demo UI to prevent any mouse interaction with game UI
Attack heli gunner UI work + gun status networking
Scene tweaks
Scene2prefab
Fixed broken intensity on flickering lights
Optimized LOD distances on a bunch of objects old and new
Disabled shadow casting on some small and flat objects
Other optimization tweaks
Disabled shadow casting on decals
Reducing min NetRead and NetWrite buffer sizes from 8kb to 4kb
Further reduced variants by nuking a couple of unused keywords (metal/spec)
Fixed terraiun collision triggers
Switched to a more optimal data type for instance data
Bug fixes, hooking renderer culling into the system
Horse double saddle lods
materials and prefab setup
wip lookat refactor/testing
Fixed missing face for real this time, preserving all functionality.
Drone's range 250m -> 500m
ferry sky bridge set LODs/Colliders and prefabs
Level update
Improvements to renderer culling
Changed layer assignment on deployables that can be used to block sight - related to relflection probe not calculating them.
show outlines when hovering mounted weapons
Managing active renderers but messy