144,252 Commits over 4,444 Days - 1.35cph!
Matching RRP shadow resolution to BRP shadow resolution when setting shadow quality presets
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m16 3 round burst fire only
Moved conditional meshes to it's own folder
Fixed the depth bias for directional shadows on RRP
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merged 2 objects for LOD0
Added hairstyles to the hair pool
Ponytail/Bun conditionals setup
merge from hackweek_map_incomplete_dl_fix
merge from nvidia_reflex_support_check_fix
merge from static_instruments_offset_fix
take source on floating city prefabs
Loot spawn gen:
bdu pants
m16
Fixed torch using the industrial torch attack sound
fixed supply drop ballistic era
merge from wiretool_cave_fix
Reduced the amount of network override volume added on
152989, for performance reasons
S2P cave_small_hard and cave_large_sewers_hard
Lots of boilerplate for shop renting system
Expose a scrap cost per real time hour and initial fee for opening a shop
Require initial fee and 24 hours of rent to open the store
Deduct rent each hour, evict owner if can't make rent
Rent is stored in VM storage, so successful sales will extend tenancy
Added RentableShop.ProcessRentTick convar that makes all shops pay rent straight away
Automatically add geoclip component when switching terrain renderer enum in editor
Merge from PlayerRigUpdate2
Merge from ballistic_helmet_weight_fix
S2P all floating cities, fixes missing mannequin meshes
Merge from industrial_dlc
Fixed industrial torch anims not applied to sub systems
Merge from mortar_prototype (fixes mortar animations)
Fix editor only NRE when playing first person sounds
Fixed ProjectileModPartVisibility disabling unrelated VM's on deploy
Removed viewmodel string based lookup, now requires the same component on the VM with direct references (string lookup will return the root transform if no match was found, so the whole VM was being disabled)
Fix static xylophone and drumkit being offset in monuments after they were converted to prefab variants in
142496 and
142494
Manually restore their old positions in Music_Stage and Casino Barge prefabs
S2P Outpost + Floating Cities
exported updated 3p jump and jump midair anims
Fixed old bug where the desert military base `desert_dwelling_single_j` (the big silo) could have another dwelling spawn inside of it after server restart. Added a simple box collider at the anchor point where spawn checks were made. Tested in editor
Lazy create the IOCircuitSystem when registering the first io entity
Converted computer station, digital clock and command block
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change industrial auto turret inventory handling sound
deploy/open/close sounds for industrial storage and furnaces
industrial auto turret sounds