199,601 Commits over 4,140 Days - 2.01cph!
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
game.CleanUpMap respects EFL_KEEP_ON_RECREATE_ENTITIES
Fixed game.GetSkillLevel always being forced to the value of 'skill' cvar
Also fixed the configs not being ran on change
Add HL1 skill cfgs
Add wipetimer.wipeUnixTimestampOverride for manual control over the wipe timer
Orientation improvs / backup
Make util.IsOBBIntersectingOBB shared
Apply cyclic parent hierarchy fix to clientside SetParent
Fix file.Find ignoring "Copy (" files
Entity:SetHealth works clientside (for prediction purposes)
Added ProjectedTexture.Set/GetLightWorld
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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exported recycler_rigged.fbx after lod3 UV update
tweaking values to flashlights
fixed water_drum_b shadow proxy not being deleted
update to recycler fbx
fixed LOD3 uvs
fixed scaling and rotation values
Move fix so it actually gets applied in client builds
Use ByteAddressBuffer to load vertex data
reverted core/foliage changes
some changes to the roof.stone.bootom.line prefab to mitigate draw distance/LOD Bias outcomes
Enable / disable building skins buttons are now triggered when releasing the mouse button rather then pressing it to prevent multiple triggers in a row when holding down the mouse button slightly too long
Fixed unnecessary GC when refreshing hammer radial menu
Fixed missing phrases for enable / disable building skins buttons in hammer radial menu
Added shadows to the debug shader
Tweaked navmesh obstacle along fence and moved an AI move point.
s2p.
Adjusted colliders and meshes for comfortable walkability on the quarry deployable
re-uv'd the thatched LOD1 roofs to display hay
merge from rivals_video_player fixes