143,530 Commits over 4,413 Days - 1.36cph!
hooked up industirial auto turret shield lods to ent flag toggle for hiding when equipped with a bow
merge from oven_iscookingflag
Added IsCooking flag in BaseOven
Set when cooking something
binoculars_ultrawide_fixes -> main
Fix binocular eyes seperating on ultrawide resolutions
https://files.facepunch.com/ianhenderson/1b2211b1/sKu5bcwjHI.png
Industrial Autoturret - Updated model with split shield for bow support (remaining LODs)
merge from industrial_dlc
added industrial torch to allowed torches on torchholder
First pass of rotten trim blends for apartments
Fixed torch holders torch position issues
fixed a bunch of prefabs with double mesh lod script dancing around
killed shadows on some facade clutter
small apartment art, collision
Industrial torch animation polish pass
custom shadow proxies for apartment block building exterior
Integrate recast corridor, need to fix potential stale navmesh ptr cached by corridor, and investigate remaining path length
wip avoid targetting safezones, player buildings, water, etc.
prevent building at impact location.
Added cart button to skin viewer fullscreen view
Merge from industrial_dlc
Add script for the chain on the industrial garage door to scroll with door opening/closing
industrial large furnace - updated colliders, minor adjustments to the main mesh
exported updated 3p M16a2 anims and positioned holster/backpack weapon positions
supermarket freezer texture wip
merge from autoturret_workshop
fixed incorrect rotation on auto turret cover
removed meshcull scripts from newly added shadow proxies as it messes with them at runtime
Merge from wb_comfort_range_upgrade
Strip the entity tags on autoturret_workshop so that automated tests don't try and include it via labels
TestIOPrefabs now logs a warning if an IOEntity isn't found at specified path and skips it instead of NREing and breaking test list re-generation.
Workbench range upgrade now also increases comfort upgrade range if installed.
Added related convars.
Wrap PathList.CreateMesh() with a request class
- preparing to generate and destroy the meshes when the rail segments are loaded by WorldGrid instead of generating all rail meshes at startup and keeping them in memory for the whole session
- proxy the normal CreateMesh() method to use the "job" class internally (even though it runs on worker threads instead of the job system)
- switched to the NativeArray mesh building methods instead of using MeshCache.Data for storage
Removed some old hacks preventing chinese users to submit texts in chat or commands in the console
merge from apartment_complex_monument/prototype -> apartment_complex_monument
Fix compile errors + the Load() method not calling the correct "SetStaticFurnitureVisible() method for client vs server mode
Lighting/FX industrial furnace.
Industrial Torch - Updated textures (wip)
Disable the HLOD mesh renderer by default so it doesn't show in scene view (can re-enable the component on HLOD_apartment_complex_1.prefab if needed)
Various tweaks to tshirt, tshirt/long and tank top to reduce clipping