116,036 Commits over 3,959 Days - 1.22cph!
Subtract
85263 (merge from global_networked_bases)
Update global_networked_bases/2021
Merge from global_networked_bases -> aux2
Add null checks to tech tree UI for when the item's sprite is null
Steam auth NetworkIdentityFailure no longer reported as nondescript Invalid
Converted all variants of light_fixtures_opacity materials from refraction shader to standard
This was done in an attempt to fix odd emissive behaviour when lights are turned off via switches
Move CellPartition to it's own cs file
Add pooling to cell allocator system
udpated laser detector mesh and scripts for proper rotation and guide mesh rotation
updated prefab accordingly.
Merge from main -> global_networked_bases
fixed gaps in RHIB
removed old LODs and included new LOD mesh (RHIB.fbx) to fix it
haven't touched any other element apart from the main body of the boat
updated prefab
Reverting bundle tests from last week
Fixed an invisible collider near the smoke stack on small oil rig
Fixed meshes randomly disappearing due to using draw call index instead of renderer index
reconfigured attack heli mechanism based on BillB's feedback
updated textures and materials
added new version to the prefab.entity and hid the previous version so bill can gut it
Added temp parachute backpack model
Detached backpack models from makeshift + nomad
Set up all hazmat prefabs to remove backpack models
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Missed a prefab in 'Fixed duplicate collider names'
Fixed duplicate collider names
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Setting up Tom's heli turret model WIP
Merge Attack Helicopter -> Aux2. Makes attack heli available at Air Wolf, fixes broken Scrap Transport heli.
Fixed pumpjack belt texture scroller not applying properly while spinning up/down
Attack helicopter physics edits
Fixed missing attack heli purchase action string
Merge Main -> Experimental
plastic likes to randomly exclude some .mat files eh
SAR inner barrel missing face fix for rigged version
previous fix was for the world model
shadowbox for slotmachine fix
Reinstate changes from
85078, but using "Standard (Specular Setup)" shader instead of "Standard" shader with "Specular Color" material mode for wood_cabin_door.mat. Will hopefully fix everything becoming shiny.
set keycards to Force No Motion to prevent crazy motion blur bug
until there's an actual fix
merge from august_art_bugfixes
only subtracting
85078 - continued surfaces reflection debuging