239,613 Commits over 3,837 Days - 2.60cph!
CVfxStackMachineBuilder::FindConstant case insensitive
Fixed screens not appearing on lowest object quality
Tweaked LOD culling distance to match regular TC
Tweaked front storage adaptor position
edited 3p minigun idle and shooting anims
More block out, set up scene with doors
Fixed "Occlusion Culling" UI option using the wrong conva
Prevent cargo from tilting on harbor approach
Improve error messages if approach node isn't found
maintenance_door asset
added pipe_group_01 prefab
Make sure to set the size of svg glyphs
Keep current glyph API intact, add new version to control outline
merge from harbor_tweaks_4_cargoship
merge from oilrig_sat_tube
setup wider idle stance for 3p minigun
merge from harbor_tweaks_4_cargoship
cracks grass environment volume mask - removed submarine
Initial orbit strafe state
merge from harbor_tweaks_4_cargoship
merge from oilrig_sat_tube
Change InputMotionData to reflect new API
Structures folder particle accum setup directly on materials
Start blocking out lower level
removed ironsight nodes from vm prefab as they're not needed & confusing
- fixed issue with 3p anims being submerged
- updated clip naming
Props folder particle accum setup directly on materials
Force screens to update when first deployed
Tweaked boxes placement and scale
Minigun updates:
- vm animator edits
- fixed issues with admire triggering
- removed ADS states in animator
- increased barrel spin speed
- added anim event to w_minigun for shell fx
merge from ping_estimation
merge from electrical_power_fixes/reactivetarget
player update. 3p nailgun anim set edited
merge from io_entity_snapping/fixes/2
merge from toolcupboard_retroskin
Fixed tools not being released when TC is destroyed
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junkpiles use biome visuals for foliage like rest of the game foliage