108,190 Commits over 3,867 Days - 1.17cph!
Right click option will handle multiple selected prefabs
Convert garage door manually with an instanced placeholder mesh (since it's a SkinnedMeshRenderer)
Manually convert doors and mark as "normal rendering in network range"
Can now right click individual prefabs and convert them with the right click context menu
Add method to de-convert prefabs from instanced rendering (mainly used to redo conversion from scratch)
Fix MeshRenderers being stripped when entity needs to use normal rendering within network range
Don't run OnPreCull unless in playmode (errors)
One inverted bool convar = hour of debugging
large tall weapon rack texture change
seeing if i can get the contrast better without making it look whack
updated prefab to include new rigged mesh, added colliders, old mesh hidden
Fixed getting stuck on pipes in arctic base
Reapply changes to ferry terminal
Rotor wash underwater render fix.
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Fix server failing to start when nexus is enabled and the save folder doesn't exist yet
Fixed broken concrete rubble pile in the lighthouse
Fixed holes in the lighthouse exterior in LOD1
Tweaked baked lighthouse lod texture to better match LOD0 color values
Fixed metal box prop in the NMS chaging size when switching LODs
Attempt at fixing the ocean visuals disappering when exiting the NMS
Convert some building prefabs & mats
Fix prefab converter, add option for some building prefabs
Added some padding to the SC skin steps collider to prevent stuck between steps and ramp blocks
More lenient placement checks for large water catcher
Adding gibs for pickup_truck_c
Updated the shreddable pickup truck prefab
merge from industrial_durability_transfer_fix
fixed gaps in oilrig interiors meshes
merge from cinematic_list_fix
merge from patrolheli_water_fixes
Force universal binary on mac
Fixed broken items in output containers preventing non-broken versions of the same item being transferred to that container
Remove rich text from chat input box
Can now navigat teh emoji autocompelte with the up and down arrows, pressing enter will fill in the currently highlighted emoji
Various code review cleanup and comments
Various Patrol helicopter water fixes:
-will no longer dive underwater
-will no longer target players that are more than 3m underwater in the ocean (see oceanDepthTargetCutoff on PatrolHelicopterAI)
-rotor wash particles will now appear at ocean level when flying over water rather than on the seabed
Community OverlayNonScaled and UnderNonScaled roots will now scale with resolution, but not client UI scale setting
This means it should be consistently sized across resolutions and displays regardless of UI scale setting
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Test setup on shotgun ammo
Fixed cinematic_list convar not working (missing PlayerModelCinematicList component)
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