106,526 Commits over 3,836 Days - 1.16cph!
Added "Particles/Pixel Lit 6-Point" wip (dir light only)
experimental -> experimental/release
downsampling textures in PS for better visuals (unity's downsampling is crap)
fix for deployables socket angle rejection not working on adobe roof
Final Phrases + codegen checks
network++
merge from wipe_timer_improvements
merge from stash_deploy_fix
merge from building_skins_3
merge from nuclear_missile_silo
nuclear_missile_silo/flyby
merge from building_skins_3
fixed PTZ camera not deploying on adobe ceilings - socket tolerance issue
Don't show "Killed By" in the death info if there's nothing to put there. Replace the "With a..." header with "Killed by..." instead. This is all working but has broken the animation a little, so branching for now.
Improved death screen info if killed by silo hatch damage trigger
Raised default ragdoll and corpse sleep thresholds
Change the up/down button lighting in the elevator if the elevator can't move in that direction
Added FixedUpdate to Client.cs and a static BufferList or ragdolls on the client. Call Ragdoll.SyncPosToPin each FixedUpdate tick. Avoids needed a FixedUpdate on every Ragdoll, which is slower than calling items in a list.
Afterglow stuff & scene backup
Fix for high orientation & ground fx WIP
Fixed some priority issues
Office elevators in NMS no longer have the go up/down a floor option, they only show the go to top and bottom option
Add wipetimer.wipeUnixTimestampOverride for manual control over the wipe timer
Orientation improvs / backup
merge from nuclear_missile_silo
merge from nuclear_missile_silo/flyby
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increased number of center-hits during extended burst fires for thompson and mp5
adjusted thompson recoil to be slightly more predictable
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merge from nuclear_missile_silo
merge from nuclear_missile_silo/flyby
Flare stuff & related files
flyby changes, road bradley spawning, updated jet art
Added NVG specific AI design.
NVG scientists now use home-point anchored roaming.
Reduced how often NVG scientists roam.
NVG scientists can now use healing items.
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Fixed z-fighting decal near computer room
Slightly moved some loot position to fix clipping issues
Tweaked the ladder trigger on watchtowers to prevent from climbing on the outside of the lader
Scene2prefab
Set tunnel meshes inside the silo to cast two sided shadows to minimize light leaking through terrain
Added a proximity reset timer to the hatch puzzle. The puzzle will reset after 30 seconds once player leaves the keycard area
Added a more precise collider for the warhead room floor
Scene2prefab
set door.hinged.NMS_green/grey/red prefabs isSecurityDoor to FALSE so that they don't respawn as security doors and cut the navmesh up when loading monument from a save file
Don't allow viewing static CCTV cameras from Rust+
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