111,844 Commits over 3,928 Days - 1.19cph!
Update manifest and ID, and materials after the rename
Automatically enable scene output mode if the scene represents a monument
- only enable it when running Scene2Prefab/Update All
Add ScenePrefab before removing components from output prefab
Fix compile errors
Rename 'UW Skidoo' to 'DPV' (Diver Propulsion Vehicle) part 2 (Plastic won't allow renaming files inside a folder that's also being renamed at the same time)
Rename 'UW Skidoo' to 'DPV' (Diver Propulsion Vehicle)
Add an icon for the watercraft
Fixed industrial conveyor filter number fields scrolling when the player uses the scroll wheel on them
Rewrote vending front
Fixed collision issues
Broke RPC somehow
Fixed sofa, card table, and chippy arcade machine being set to isMobile true, needlessly running the vehicle tick. Fixed DoPrepare automatically setting all vehicles to IsMobile true.
Allow permenantly deleting twitch drops from the in-game inventory UI
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Model/Textures/Materials and prefab setup
Do multiple delete passes to ensure [Required] components get deleted (as it's easier than tracking everything that is required & only done inside editor)
Handcuffs block crafting.
Volumetrics track light changes.
Mark TerrainAnchor and TerrainModified with [MapGeneration]
Cleanup for a bit more readability
Start processing output prefab in scene mode
- remove everything except for terrain generation components
- add MapGeneration attribute to tag components we want to keep
- add ScenePrefab spawner onto the output prefab once S2P is done
player update. made holdtype override controllers for the different grenades and updated their entities so they now play a deploy anim when switching between the diferent grenades
Don't show push menu if player is dead or sleeping
Make sure a job cannot last more than 4 frames, so we can use TempJob allocators
Code cleanup
player update. edited sawn off shotgun reload animation so the pumpy bit is in insync with 3p anim
Add a tag to all existing twitch drops so they're easy to identify
player update. edited db shotgun reload animation
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Converted the shed to use MeshLOD instead of rendererLOD
Minor change to the seismic sensor description
Removed temporary radtown beams texture used by the shed, assigned the final textures to the material
enabled alpha cutout on the shed roof material
Updated Cigarette Models to have 0,0,0 Transforms
Merge from hood_and_cuffs
Update Residential Bed Models to close holes.
Renamed corrugated sheets prefabs to an abcde.. scheme instead of 00x as digits don't play nice with scene cloning for keeping things clean
Converted the prefabs to use MeshLOD, reduced culling distance to 100, if needed for cover, apply locally an override
Fixed side inputs still adding active usage when directly wired to batteries with no components in between
Fixed some transforms on floorstanding shelves, converted to MeshLOD
player update. created unique m92 pistol reload animation and holdtype override controller for it
Fixed wire slack impacting wire remaining length
Converting building skins to MeshLOD
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Updated Residential Beds Materials, LODS and Models
sign and colision update on radtown gate