197,738 Commits over 4,140 Days - 1.99cph!
cobblestone roads baked LODs, town square baked LOD and uv fix
updated prefabs
Eoka more likely to shoot after every failed strike
Merge from metal_detector
merge from reduce_held_entity_item_counts
Initial implementation of new player remains bag model
Show closed state if bag hasn't been opened
Show open state once bag has been opened
Show debris if the bag has been opened and has more than 3 items in it and it's rigidbody is resting
Skin loading UI shows when it's actually supposed to (and doesn't show when it isn't)
Loading screen UI, fixed sizing etc with a change of UI type
Loading UI basic text and correct sizing
Merge Main -> SkinViewer again
Adding ItemStore item prefab
Show weapons on back on the side of backpacks
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Changed padding on oilrig diffuse textures to improve compatibility with old assets
Updated oilrig_trims_raw_clean, oilrig_raw and oilrig_trims_alt textures to match recent changes
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Applied locker spec color fix to previously missed skin 2656590153
Applied locker spec color fix to previously missed skin 2656590153
Applied locker spec color fix to previously missed skin 2929539528
Comment out debug gizmo code.
Additional checks.
detail texture tweaks
replaced cobblestone road textures with something higher quality and better feature scale
material tweaks
Deleted metal detector UI code and prefabs now it is not used.
Added an additional client-side check before requesting flags.
Couple of extra null checks to be safe.
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Re-order some checks to avoid a raycast in some situations
Added a link directly to the flag collider so I can remove a GetComponent
Removed some now unused code.
Removed a couple of double gets.
merge from
91744 Skin bundle update
Merge from main -> backpacks
Fix backpack inventory panel visible by default (should be hidden)
shifted decal layers around for some materials to avoid projecting out of context
random color detail map and mask for rope bridges (for a splash of color)
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