113,206 Commits over 3,959 Days - 1.19cph!
Merge from main -> full_server_demos
Additional walkway staircase meshes
Brick variant prefabs of industrial buildings a and b
Harbor 1 dressing progress
Try catch all parts of demo thread (incase of error on startup)
Try to create demo directory in multiple places (incase it gets deleted or changed by users)
(this will also kick off a new build)
Restored _vertex _fragment, and some _local, suffixes to save a few variants
military flamethrower LODs
-basic prefab setup
-LODbake textures and materials
player update. exported/set up flashlight anims, updated its flashlight entity and override controller.
Added tree.simplified_collider server convar to toggle simplified server side tree colliders
Fixed commits being missing after merging
merge from full_server_demos
Fixed ElevatorStatic not checking if entities have been destroyed before adding them to floorPositions
Don't record raknet packets used to establish a connection
▍▇▅▉█▋▆▋ ▇▊▉▍▋▊▋▅ ▍▊██▅▅▍█ █▉▆▄▄▅ █▌ ▉▍▇ ▌▅▆█▌▍▌▊
Particle Layer now dynamic on all shaders that use it; now toggable via material property block
▌▅▇▊▊ ▆█▋▌▅▉▌▍ ▊▍▊▆▅▇ ▍▊ ▅▆▄▄ ▍▌▉▍▍▍▌▍▌▍▊ ▌▉ ▋▉▌▋▇█▉▊▆▆▊▌▊
▆▅▌▉▊▍▆ ▉▊█▌▋▍▅▋▌▄▊ ▇▌▋█ ▌▄▍▌▌██▋ ▉▍▄▇▊▊ ▅▇ ▆▋▉ ▍▅▅▄▍█ ▆▌▌ ▅▉▇▄▌
Fixed devLocalCoord shader missing transparent/forward passes, optimized variants and updated modding materials
Removed some useless logs
player update. edited holster position for binoculars
merge from gnb_fix_mirror_fixes
merge from qol_pickafriend_color
merge from fix_pipe_tool_reconnect
merge from microphone_powerusage_fix
new version of military flame thrower viewmodel fbx
- mesh to setup and get started with anims
- textures not final
- no world models yet
final alignment to the structure to match welds
moonpool and beams detailed greybox
Metal roof textures Update
▅▉▇▇▊ ▍▊▅▇ ▉▉█▉▄▌▉▄▇_▍▇▊▅▆▉_▍▍▆▋
merged from keycard_color_fix
merge from wounded_map_fix
merged from workshoplightfix
merge from map_entity_load_fix
Add a NavMeshObstacle for the Bradley that gets toggled with deployed status.
Added an AIInformationZone to Bradley. Added move/cover AI data points.
Toggle the AIInformationZone on/off with deployed status.
Assign the AIZ as a virtual AIZ to Scientists when spawning them.
Moved NPC position a little lower to avoid floating
Tutorial NPC now looks at player when they are in range
▌▄▍▋▆ █▆▄▌▅▊▄▆ ▋█▄▍▌ ▊▋ ▄▆▆ ▇▋▅ ▍▇▍▊▍ ▋▌▆▆▌▍▆ ▊▊▍▊ ▅▄ ▇█▄▆▆▆▄▍ ▍▊ ▉▊▌▉▄▄ ▉▍ ▄▆▅ ▍▆▄▉▊▄ ▋▆▍▋▇ ▅▅▄ ▇▄▊ ▄▋▉▍▋▆▋▉ ▍█ ▅▉▅▍▉▍▌ ▇▅ ▄▊▊▅ ▇▋▍▌▅
Allow for custom camera far clip distance as well. Reduce to 0.5m for roadsign gloves, to not show the rear glove.
Allow custom pivot points for items in the skin viewer, to override the automatic pivot on a case-by-case basis. Set custom pivot point for roadsign gloves.
Merge from tutorial_island
Set up skin scripts properly for things like roadsign gloves
WIP NPC "angry exit" controller state
Updated a few help prompts with new videos