127,732 Commits over 4,109 Days - 1.30cph!
Netting has larger ladder volume to allow climbing over frames
radiation clothing information panel fix
When saving, catch any exceptions inside entity serialization so the save coroutine never crashes
Player preview protection tooltips
Updated conditional model test of the bottom roof piece
Added cap base color override option to hair dye
fixed floating geo on male facial hair 01 and added a bit more density on chin area, fixed wrong morph target order on female eyebrows, creating dye material sets
Fixed crash on DrawMeshInstanced by using an empty material block
missing seed panel
fixed explosive information panel
player preview glow changes
First pass adding occlusion culling to lodcomponent (meshLOD+rendererLOD, for now)
bandana bullet protection halved
headdress melee protection reduced by 20%
fully body armor values are displayed properly
implemented primitive box model
map fixes for mod support
Fixed DecalRecycle and EffectRecycleLite not implementing OnParentDestroying (lol)
Fixed some floating geometry on light facial hair 01 chin area. Tweak hair materials to have less specularity in shadow. More dye material presets. Re-enabled dark to use more than hairstyle 03
invisible player preview fix GEqual
Proper fix for player preview shaders
Added culling debug mask
Added culling.lodcomp toggle to enable lodcomponent culling (disabled by default)
Modified culling.debug to allow multiple debug filter states; 1=dynamic, 2=static, 3=grid, 4=all
Fixed player preview alpha fade on inventory transitions
Merge from culling-lodcomp
Fixed disabling culling.lodcomp not restoring visibility on registered objects
Fixed culling always drawing gizmos (only on debug now)
X is no longer placed low enough to require a crouch
Protection typo fix
Phrases
Fix for sign painting UI been dark
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Added one missing half wall deploy volume
Adjusted neighbour sockets for roof side conditional models to properly work with half height walls
Launchsite / fixed a small gap inside warehouses allowing bradley to shoot through