111,841 Commits over 3,928 Days - 1.19cph!
Fixed LightLOD always setting light shadows to Soft instead of choosing the mode set in the prefab initially
merge from searchlight_fixes
merge from invisibleplayers_fix
merge from bradleyvisual_merge
Burst upgrade 1.8.13 -> 1.8.15
merge from electricalheater_fix
backup storage building large
Fixed electrical heater not deployable on armored wall hard side
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player update. shovel entity updated so the shovel is held correctly on 3p animations
vm handcuffs
- added hit anim
- udpated animator
- added anim events to attacks
- organised folder
- added effects folder & effects for events
reworked shed support beam UVs for new texture
disabled animation on dpv
Added attack_hit_kidnapper (temp duplicate) and assigned in controller.
updated vm handuffs animator to work with baseMelee setup
Merge from snow_effects_roll_back_and_meshLOD_conversion
merge from snow_effects_roll_back_and_meshLOD_conversion
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Created a tool to print out any RendererLODs in the loaded scene that can be converted to MeshLods (Tools/Optimize/Find convertable RendererLODs in scene)
Went through each monument looking for stragglers, some notable finds:
-the xmas set dressing prefabs for compound and bandit town were largely still using LODGroup, almost all of these are now MeshLOD
-converted several rooms in a few monuments that were completely disconencted from their root assets (mil tunnels most notably)
Fixed sidecar bike pulling to the right
Improved sprint meter behaviour
Make bike sprinting actually go faster, increasing engine power and top speed
Update wooden_crate_e (and it's camo version) to MeshLOD
Fix the bike sidecar not sleeping and therefore keeping the whole bike awake
Changed material for cinelight_point_blue - now uses version which can be rendered on cyc walls and backdrops
Fixed 'cinecyc_black' not being hidden with hideobjects command
Replaced all the assets in the inaccessible bathroom in NMS with prefab versions with colliders stripped
Converted the props in the Assets/Prefabs/Misc/Junkpile/New folder to MeshLOD
S2P supermarket, NMS, bandit town, water treatment
Rerun fishing village A and C S2P
Merge from techtree_panel_improvements
Updated the tech tree dialog to use pooling instead of instantiating and destroying it's contents when switching tabs
Halves the opening time (155ms->77ms) and GC (6.4mb->3.6mb)
'selectitem' command fixes/improvements:
- wait for the MoveItem RPC to be completed before selecting the belt solt
- if the item is present in the belt, just select it instead of moving it to the belt slot 0
- when moving the item from the inventory, take an entire stack instead of a single item
- Can now drag a stack of items onto another item in a container with a lower stack limit to swap them over. The item with too many will split itself and only carry over the amount that fits. The move will only fail now if there's no inventory space for the extra item.
- Similarly, can now drag-swap admin-created items with more than the usual item's stack limit. The item will be split, but the swap move will now work successfully.
merge from io_seismic_sensor