106,559 Commits over 3,836 Days - 1.16cph!
Code to toggle anim. Not hooked up yet as art/prefab needs some tweaks.
Lightwrapping & transmission for a better volumetric feel.
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Topside lighting mods to facilitate house changes WIP
Reorder foundation - fixes unable to upgrade foundation to adobe
Fix potential NRE in LogItemsLooted()
Clean up duplication in Mathx
Try to fix NRE by logging when an invoke with a null action is added
Fix NeedsKeyboard.AllowedBinds on GameUI.Clans
Update manifest
Codegen
Update protobuf code generator for updated UID inspection
Protobuf codegen + fixes whereUID inspection was used
Fixed red spinner light in the warhead room bleeding through walls
Fixed leaking elevator light at longer distances
Fixed exterior building roofs having their HLOD covered in snow
Attempt at fixing terrain violation near the exit when using vehicles / made the ground collider thicker and moved the terrain trigger
Attempt at fixing holes in terrain near the hatch at certain seeds
Painted Decor topology in the base to prevent trees and logs from spawning too close to the fence
Scene2prefab
Added cables to the warhead room connecting the nuke to the laptop and computer cabinets
Tweaked LOD distances on the warhead as it was never culling
Fixed one of the warhead room lights disappearing too quickly causing shadows to pop-in
Scene2prefab
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merge from sentry_improvements
Replace forward slashes in branch with dashes
merge from sentry_improvements
Include server address & version when reporting client errors
Added Empty Rifle Ammo Box Prefab
Added Half Full Rifle Ammo Box Prefab
Assigned Different Rifle Ammo Box Material Variations to Empty/Half Full Prefabs
Merge from main -> gameplay_metrics
merge from ai_aboveground
Update scene with navmesh obstacle prefab.
s2p.
fix a gap in the fence obstacles
Assigned Rifle Ammo Box World Model Prefabs to Rifle Ammo Item Prefabs
Added fence navmesh obstacle prefab
Setup Rifle Ammo World Model Prefabs
Setup Rifle Ammo World Model Material Variations - Explosive/HV/Incendiary
Re-enable spawners on my branch
Disable above ground spawners for now.
Enable force collect terrain for navmesh.
Scene.
s2p.
merge from ai_aboveground
Added optional tint randomization to "Rust/Standard Blend Layer" shader set
fixed quarry_deployable_atlas_b_normal channels needing to be szwizzled/flipped to display correctly.
Updated the FBXs and beam's normal map for the quarry deployable
Switch Adobe to stone properties
Added NVG Scientist avatar image for death screen. Updated prefab info.