106,559 Commits over 3,836 Days - 1.16cph!
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Added small geometry paths within the base to make them clear on all all seeds regardless of splat
Tweaked the Building topology and painted it under the watchtowers
Scene2prefab
Add 'server_allow_steam_nicknames' replicated convar to allow modded servers to disable steam nicknames
Only show steam nickname if your friend is on your team or is friendly in contact system
Hooked up prefab to animator and added code calls to EntityFlag_Toggle events
cherry pick
81315, animation code
Changed the layer of one of the lights used in NMS to Default instead of World to stop emissive from blowing up the cubemaps when walking inside portacabin buildings
animated recycler using static prefab, collision and shadowbox attached, non moving prefab reverted
Elevator cabin now uses LODGroup instead of RendererLOD to fix culling issues
Added makeshift standing weapon rack
LODs/Gibs/COL/Materials & Textures
initial prefab setup for adam
Small pie menu description fix when "sidegrade" is blocked
Can no longer "sidegrade" except from default skin
Resolved multiple skins of the same tier not showing
override outdoor AI stats
adding shipping container skin color lookup
material tweaks
Updated tooltip for notFlag to match the new behaviour
merge from nuclear_missile_silo
re-applied shadow proxies removal
Use HasAny instead of HasFlag for the new notFlag check in EntityFlag_Toggle. It turns out the answer to "does something with no flags set have a flag which is no flags set?" is YES.
merge from missing_marker_fix
first pass outdoor/buildings cover data
re-texturing the floor frames and wall frame to be less like the wood tier
Fixed Adobe U stair early culling issue - caused by left over LODGroup
Bit of a mess + FixedUpdate hack in Ragdoll but already rather good results. Link corpse and ragdoll directly, give corpse several ragdoll-matched colliders so it falls more nicely, other bits and pieces.
Added tiles cube 08
Fixed a few floating props
Disabled ext fluro distant flares (render issues)
Fixed portacabin building door blocking los of hatch button
Hidden bathroom
S2P
Minor edits re experiments
Cherry pick
81327 -> RagdollRewrite
If a specific container is specified in GiveItem, don't ever override it via GetIdealPickupContainer. Bug introduced in 9220. Fixes predefined inventory loadouts sending items to the wrong container.
Some changes to my custom inventory loadout
Changed plan - let BaseCorpse have a preset collider if it wants to
Torso collider on ragdoll, added mesh collider support to BaseCorpse
Turned the torso collider into a convex mesh. Fixed scale issues.
Simplified my player torso collider
Fix client not alwas receiving the nexus.redirect command when using multithreaded networking
Core glow in the volumetric shader.