106,578 Commits over 3,836 Days - 1.16cph!
New corridor lighting and some surrounding tweaks to facilitate
Expanded AI_MiddleMiddle AIZ to include new corridor area.
Added move & cover point data.
Updated AI prefab.
Enable NMS hatch hurt trigger only while the hatch is closing. S2P on NMS scene.
Add support to EntityFlag_Toggle for a "notFlag" - a flag that must NOT be set for the toggle to be on.
Cherry-pick
78925 - EntityFlag_Toggle Any/All feature
slight improvements to the interior side of brutalist skin wall, overall less contrast to the outside wall
Updated AI prefab to point spawners to new NVG variant scientists
Added ScientistNPC_Roam_NVG_Variant variant prefab.
Added an additional NVG loadout with LR300 to match other scientist possible loadouts.
merge from nickname_option_menu
merge from save_load_sign
changed damage type and script on hatch to kill
Temp terrain fix to media_greybox scene
Merge from main (re-merge)
disabled pile of crates that was left visible over burn pile
S2P
fixed static security door shadow proxy mesh transform differing from visual mesh
Added HLOD to NMS scene
S2P
added some HLOD tags to some props, tweak o some props distance culling
Diesel engine files update
Quarry Deployable
-Attached the engine to the quarry deployable prefab
-Reformed some parts to align with the engine
-Fixed some flaws in the mesh
-Dilation and texture background average color
-Enabled crunch compression for the textures
Additional client-side visible changes on the heli when in a safe zone
Fixed some of the small monitor UI clipping
Prevent using attack heli guns in safe zones
Missile pods now show damage texture
Attack heli gib behaviour improvement
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Split staging into two seperate projects
Remove unused prefab on AH
Remove unused cannon turret prefab
Prevent permanently modifying the base attack heli compass material while using gunner view (Version Control Hates Him)
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Clamp gunner input angles again on the server side
RefreshGunState fix double-up
NV Scientist secondary light additions.
Minor related mat tweaks.
Added a connecting room between the airlock and admin office to make the level a bit less linear
Made an attempt at fixing terrain violation near the exit
Fixed NVScientist mask emissive not being like in the cinematic branch.
Optimized some texture sizes and params.
Updata protos with default TOD value for backwards compatibility
Smudge rays which hit a player back a little bit so that they should always go behind the rendered player capsule entity
Fixes