199,766 Commits over 4,140 Days - 2.01cph!
New skin cache version (force-refresh normal maps)
old book materials and textures + 4 pile variations.
individual book prefabs. no lods, 100 triangles and under for each.
Changed how IsBusy works with input.
updated viewmodel with toms new c4 model
updated deployed, world and entity prefabs
tweaked entity holdtype positioning
tweaked hand position on anims to avoid wire clipping thumb
removed additional c4 model prefab
Research table looting exploit fix (attempt two)
Can place storage boxes under research table again
Fixed imposter baking bounds failing in certain cases (e.g. reeds)
Fixed potential NRE in water culling volumes
Fixed RendererLOD to ignore impostors for mesh batching (still hw instanced)
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Merging global fixes from bandit_town
Avoid deleting components from Scene Camera to avoid circular dependencies; disable instead
[D11] Try building assets for StandaloneLinux64 and output message in client failure to teams
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Added input.GetKeyCode, works opposite of input.GetKeyName
update temple A env
fix sorting between capture point and smoke FX
Fixed Player and Entity.__newindex crashing the game when assigning non string keys onto those entities.
A marker can now be placed in the building editor that determines where the gang safe goes. If there is no marker, the safe will try to find some space on the first floor as before.
Fix error on quit in editor
Testing tree and bush impostors
AI edit, now looks properly for allies.
CLuaEmitter.Add will now also initallize startSize
You can now ignite ragdolls
Updated TTT to its latest version
Fixes, and dropping a carryable now automatically selects whatever's in your current belt slot as well
Added SetQuadraticAttenuation, SetLinearAttenuation, SetConstantAttenuation, and their getters
added team invite/disband/accept/reject/create team functionality
must be standing next to a player to invite them ( +use on them )
teams save/load properly
added UI for team actions
new nametags for non team members have occlusion by solid objects
swamp_a, b, c baseline scene files
Updated wooden walkways and cabins with new textures and meshes
Updated spawn.v2 prefab to enable trees spawning in the swamp
swamp_a initial terrain sculpt backup
c4 updates merge from New c4 branch
UI bits
Fucked off static AI events
jackhammer anims & controller updates
Fixed Settlement.HasRequiredLevel
Fixed buggy building status indicator UI
Fixed building UI and settlement inspector overlap
Removed homeless overlay icons (will show up as an effect)
Fixed a bug in BaseAnimatedUIObject.Hide and Show methods that meant some UI elements not being properly reset
plant fbx resized 200% and pivots fixed
swamp_a fully automated splat painting test splat files
kettle/milkchurn/moonshine bottle pivots fix