192,689 Commits over 4,049 Days - 1.98cph!
reenabled Hapis scene in build
More work on shot compatibility, fixing stuttering and incorrect offsets when exiting shots
Fix demos UI public variables inside CLIENT blocks
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Hook up world animator field so weapon animations play
Copy eject shell effect over to ensure effects are playing correctly
Always make the leader role have all permissions
Show a better error message when the clan leader tries to demote themself
Update FP.Nexus
Implement the remaining IClan methods
Match the WorkCart rear lights to their old colour
Mark the new rail sidings as secondary paths, make sure they're not selected by default, and set them to be the new wagon spawn areas
Merge from spraycan_merge2 (NRE fix)
Removed unused light script
Fixed not being able to set camBone by name
Updated all WorkCart colliders to match the updated model
LOD cull override test on key cliffs. Might cost some perf in this crude state, but also might not. To be improved.
Removed old WorkCart cover visuals since they're now baked into the mesh
Mergable (with unpolished autospawns in the desert)
Fixed mip and convolution passes
Fixed render passes to allow rendering slice by slice.
entity updates (still stuff to resolve)
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merge from rail_network_3
Train LODs progress
-Lod1 seems to transition nicely with very little vertex colour mask blend popping
-Prefab update
Enabled cliff spawning in ProceduralMapRoad
Fixed certain cliff pieces sometimes spawning on rail
Level 0 move & cover point setup
Separated greybox into tasks objects/folders
Remaining forest fixes 1/3
Made AI data a prefab.
Added AI data to launchsite prefab, s2p launch site.
Door settings.
centred train transforms so now there's no offset from the middle of the train
-same for collision mesh
removed unnecessary material for control panel
adjusted decal material
updated train prefab
Potentially fixed camera rotation input while parented to a nested transform
Fixed camera position/rotation changing when cycling through bones