111,701 Commits over 3,928 Days - 1.18cph!
Renamed wallpaper prefabs
Converted wallpaper to building block conditional models instead of entities
Save an int on the building block corresponding to the wallpaper skin and spawn conditional models based on that
Reduced distance to kirb
Clear hits list in between
Fixed IO hoses material fuckery again, unity didn't like the renames
merge from hood_and_cuffs
Merge from snow_effects_roll_back_and_meshLOD_conversion
merge from hood_and_cuffs
Fixed incorrect trousers clothes line positioning and S2P: all wooden cabins, bandit_town, swamp_c, stables_a, fishing_village_c, excavator, underwater labs, arctic research base, underground tunnel entrance
washing line fbx fix
1.5m/3m
switched cast shadows to off for shotgun buckshot, incedinary, slug and handmade shell prefabs
Added "Force Swap Seats" radial menu option for mounted handcuffed players (but not driver seat)
added collision to storage warehouse, reworked lod1, added dressing.
Renamed crcodile anims file
Only "hit" valid player targets animation wise when swinging handcuffs.
▍▉▌▋▇▆█▅▆▉▆▄▆ ▆▋▋▌▋▋▌▋▉▅▅▋▉_▍█▍█▉▅▅▇▊▌▉_▉▆█▇▄ & ▅▌▇█▄▇_▋▋▋▊▆▄▄▇█_▋▍▋▇▄
turned default gutter material green for now (test)
re-saved fridge textures to 2k
Merge from fix_batching_rainbow_logs -> main
Merge from dismount_parachute_fix
Missed removing the old early exit
Fix logs inheriting the color of shipping container after recent fix for white barrels
Scene to prefab everything
Force the player to play the full skydiving animation even if the animator controller is currently in a non-accessible state (eg. just dismounted a vehicle that's in the air)
Try switching bikes to Continuous Speculative, let's see how it goes
Cherrypick all the code from the /prefabs subbranch
merge from biome_visuals_2/prefabs -> aux1
#if CLIENT for compile errors
Attempt #2 at converting prefabs
Convert LODComponent disabled and only enable after we copy over the render settings after spawn
Update converter to only convert prefabs that are nested prefabs
Convert moss prefabs into nested prefabs so they work with the conversion
Death screen info for all bikes
Items for all the bikes. Bikes are now repairable (metal frags).
Update biome_visuals_2/prefabs
Switch bulk converter to use the PrefabUtility api instead of AssetDatabase
Undo first prefab conversion
Fixed trike not showing damage