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Desire creation in AttachToItem
CanAttachToItem doesn't actually attach the item (goty)
single shot trap with all the trappings...
Fix for small offset calculation error
Fixed desires debug display
Various AI tweaks
Fixed div by zero in SSS specular reconstruction
Fixed some road geometry errors.
Fixed constant dropping of picked up items
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Added subsurface quality control; set medium as default
Added subsurface depth scale control
Tweaked spec textures and materials a bit more
Added detail amount by roughness masking (e.g. nails)
Reduced default ssp scatter radius to 2
GitSync - Fixed Drive system inheritance, Fixed table.IsSequential being table.IsNumericKeys, Removed unused variables from the Stack class, removed CAP_INNATE_RANGE_ATTACK1 from weapon_base, Removed RENDER_GROUP_OPAQUE_ENTITY from code as it doesnt exist
Board tile ripple effect is now 1 coroutine per ring of tiles not 1 per tile
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idle board spin speed 1 -> 1.5
Cleaning up items events and callbacks
keep desire creation in relevant actions
Rocket factory rocket scaffolding progress/interior trims/walkway damage
Don't disconnect on exception when playing demo
Reduced code duplication in Desire creation
removed another DesireType switch
office_floor_a and office_ceiling texture sets + mats
Tile highlighting changes
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Oh lawd, resculpting too much of the terrain
Separated welfare system from the NPC system. Both players and pedestrians now get welfare payments.
Put all the bootstrap-scene managers into a parent GO.
Fixed initial spawn skip option not working.
Better interpolation timing when first joining. No more getting thrown onto the worst setting.
Added graphics.postsss convar
Added command buffer manager support for multiple instances
Fixed subsurface scattering in scene view mode