199,464 Commits over 4,140 Days - 2.01cph!
Backface material for signs_generic
Updated a few props to use RenderLOD
Added signs_generic_backface texture for signage used on fences
Applied backface material to existing nms fence signage + added collisions
NMS S2P
NMS MonumentIsland scene for testing
Flipbook files (2 variants)
Set category of loot from powerlines as "powerline"
Added a ring of damage triggers around the edge of the NMS hatch that only activate when closed. NMS S2P.
Added colliders for quarry deployable and diesel engine
merge from nuclear_missile_silo
merge from /nuclear_missile_silo/timer
optimizations, compile fixes
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Added small geometry paths within the base to make them clear on all all seeds regardless of splat
Tweaked the Building topology and painted it under the watchtowers
Scene2prefab
Add 'server_allow_steam_nicknames' replicated convar to allow modded servers to disable steam nicknames
Only show steam nickname if your friend is on your team or is friendly in contact system
Hooked up prefab to animator and added code calls to EntityFlag_Toggle events
cherry pick
81315, animation code
Changed the layer of one of the lights used in NMS to Default instead of World to stop emissive from blowing up the cubemaps when walking inside portacabin buildings
animated recycler using static prefab, collision and shadowbox attached, non moving prefab reverted
Elevator cabin now uses LODGroup instead of RendererLOD to fix culling issues
Merged Pull Requests
TTT: Fixed knife effect_fn not being cleared
Fixed weapon_medkit merge error
Fixed a potential Lua error in DLabel:OnMousePressed
Added makeshift standing weapon rack
LODs/Gibs/COL/Materials & Textures
initial prefab setup for adam
Small pie menu description fix when "sidegrade" is blocked
Can no longer "sidegrade" except from default skin
Resolved multiple skins of the same tier not showing
override outdoor AI stats
adding shipping container skin color lookup
material tweaks
Updated tooltip for notFlag to match the new behaviour
merge from nuclear_missile_silo
re-applied shadow proxies removal
Use HasAny instead of HasFlag for the new notFlag check in EntityFlag_Toggle. It turns out the answer to "does something with no flags set have a flag which is no flags set?" is YES.
merge from missing_marker_fix
first pass outdoor/buildings cover data
re-texturing the floor frames and wall frame to be less like the wood tier
Fixed Adobe U stair early culling issue - caused by left over LODGroup