121,844 Commits over 4,048 Days - 1.25cph!
Hopefully fix harmony hotloading once and for all
Public bench chairs
- Finished texturing
- Created LODs
- Created colliders
- Set prefabs
Fixed mine_tnl_exit_xmas mesh
Exported entrance door as a separate mesh
Removed door from the entrance mesh
Consistent spacings set to 32/16/8 across views
Wrapped Bandit xmas decor on Reclaimer behind GameModeObjectToggle + S2P
Workshop view, inactive button prefabs
oilrig broadcast notifications
Compound merge fix
Removed magic barrel afterglow
added industrial combiner
- LODs and GIBs
- Materials and textures
Updated deploy predab
S2P'd all 5 again to trickle down the LOD controller fixes.
Fixed some xmas light strip LOD controllers being unlinked after merge for whatever reason.
Fishing Villages A, B, C S2P
S2P'd Bandit Town & Compound
Improved big tree collision and sound rustle trigger
Cherrypicked ParticleTestMap scene from xmas_monuments
Manually added StaticDecor folder from XMAS monument branch because of previously reverted lingering media branch pollution.
Fixed the fix for the game mode toggle.
Compound event s2p.
flipped faces on xmas tree tinsel to avoid shadowing, added fishing village c xmas decor, added lamp post lights to fishing village b
Big tree related fixes.
Gamemode toggle fixes inside Compound.
Exposed metallic / glossiness constants in material inspector for blend layers
fixing broken path to prefabs inside junkpiles
Snow machine static sound radius is smaller
Server Browser - No server selected, tabs restyle
Fixed gap allowing LOS access in coaling tower exit corridor
Removed un-harvestable tree entities from giant excavator scene
Attempt to fix hole in terrain of cave_large_hard - couldn't check the exact seed as procedural map changed since report
added xmas prefabs to bandit town and fishing village a and b
Fixed cyclic serialization warning
fixed powerline_poles baked LODs vertex normals producing incorrect lighting rendition
doubled geo and culled backfaces on material
Adding more building topology in desert military bases to prevent undesired HAB spawns
Fixed some sort of 𝘫𝘦 𝘯𝘦 𝘴𝘢𝘪𝘴 𝘲𝘶𝘰𝘪 problem with modular car chassis import causing a dodgy keyEnterDialog assignment
Fixed hole in checkpoint_single_rural mesh
Fixed the missing deferred decal script on the prefab
This will need S2P
Subtracting canvas_disabler_2 - multiple issues, outside of the scope for the upcoming update.
Fixed NRE when interacting with armoured cockpit windows
Attempt to fix invalid splats for cave_large_sewers
Compile fix, ignore client emoji folder