113,096 Commits over 3,928 Days - 1.20cph!
revised draw distances down and set layer to world for cctvmicrophone, phone, cctv controls, notepad
resized cctv controls texture to 1024
updated digital phone, cctv controller and mic textures, moved mesh lod script to child in each prefab, updated cctv desk textures
updated digital phone, cctv controller and mic textures, moved mesh lod script to child in each prefab, updated cctv desk textures
lower reach for industrial buildings environment volumes on the ground floor in a bid to keep ground prefabs snow free inside
fixed roads prefabs snowy variants LOD2 using temperate materials
matched snowy roads color with snow splat
Harbor1: added a ladder volume on a container that should be climbable
Harbor1: removed weird islet on the side
enabled read/write on the sat tube convex mesh environment volumes
Added environment volumes to loot rooms in oilrigs to prevent snowy props indoors
Added environment volumes to portacabins to prevent snowy props in them
fixed floating barrel in small rig
Reverted mesh lod changes :)
Ensure mesh renderer exists before setting LOD shadow casting mode
Fixed counter and HBHF sensor still rotating based on your view angle while being deployed
Added boolean to allow cargo to dock to any harbor that it comes across
subtracting
95312 merge from save248 - critial error on joining world
Allow repeat docking command
Added debug commands to dump cargo current state
Fireballs created during sub entity srpeading respect their parents ignoreNPC setting.
command to print harbor indexes and positions
GetNextPathPosition NRE fix
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Improvements to lod fading - offseted fading so that levels fade in and out in a staggered fashion, avoiding disappearing levels.
Harbor crane support arms now update as the arm moves
Will need a S2P to work, parking on a branch for next month
Merged main into wire_slacking
debug docking is now a server var
Harbor 1 and 2 scene to prefab to account for crane color changes
Trigger the standard cargo ship interval loot refresh on arrival at the harbor, spawns a locked crate, elite crate, 4x military crates and 4x junk crates as long as there are still vacant places to spawn crates
Counts as one of the loot rounds for the CargoShip.loot_rounds convar
Can be disabled via CargoShip.refresh_loot_on_dock (enabled by default)
Made crane_dynamic_rotate and crane_static blue to differentiate them from pickup cranes
Tweaked colors of the Kargo decal
Added padding to the cargo decal to get rid of a bright halo against dark surfaces
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Fixed redcard and bluecard doors gaps in small rig
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accidentaly placed crates on a cover spot, removed the crates
removed defending spot under cctv room doors to prevent AI scientists snafu
updated mask on minigun viewmodel dryfire animation to fix a bug when dryfire was triggered the whole minigun viewmodel would lower.
fixed zfighting on cctv room desk paper
fixed new rooms layers - now set to world
updated cctv console and props to help them blend together visually
Fixed incorrect material inside cargoship interior