113,825 Commits over 3,959 Days - 1.20cph!
Finished second tunnel entrance variant LOD0
Added a vertex AO pass to both entrances
Material tweaks
Greatly improved rocking chair handling
added rifle pose, set lr 300 to use in overide controller
Fixed Infinity/NaN related errors
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sealed walls conditional corners from the top for better visuals
Assigned rock surface type consistently across all stone tier and stone tier skins instead of stone surface type
fixed some brick roofs not casting shadows
Dracula mask uses woodenhelmet hair deform settings
Assigned corrent renderer lod references in Dracula Cape/Ghost Sheet wearables
Ghost sheet no longer hides legs in first person
Removed "Apply Vertex Color" from Blend4way, can't overlap with blendWeights
merge from metaldetector (easier than updating 2 year old branch)
WantedPoster server compile fix
Switched dungeons from Xmas themed to Halloween
merge from single_item_wrs
Remaining item configs.
Scene.
Save.
merge from threadsafe_protobuf
reapplying threadsafe_protobuf
merge from fix_team_invite_clientside
Factored out next/prev spline moves inside GetSplineAfterMove
Poster respects streamer mode
Similar encapsulation for inputs, using new MoveRequest and TrackRequest
Refactored GetSplineAfterMove results into a struct since the method signature was getting a bit much
WIP on signals finding their track block sections and the next signal
Set default light state to green
Another test map edit, adding a train
Train signals on my test map
Point lights for the signal lights, new Test FX debug optin
Merge from base_decor_dlc/poster
Add BackpackContents container type to LocalPlayerItemContainer
Reduce signal light mat brightness