199,735 Commits over 4,140 Days - 2.01cph!
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merged customisation shit to main
updated some Board class functions to work with varying map sizes
Sheet metal door script export fuckup, fixed
Fixed scale issue on casino wheel using a custom model
big_wheel prefab updated
Removed motion vectors from a bunch of stuff.
datamap field size fixes for 64-bit
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Fixed RHIB disappearing on server restarts
Potential ambience fix #2
Crafting UI progress, cleanup
Prep for job preferences and skill bonuses
update booster prefab
adding booster model/mat/texture/anim etc...
tweak logo creation UI, adding hat to the logo creation
updated foliage textures, materials and shaders. rebuilt shader in amplify shader editor. merged materials and textures and built shadow lod.
Rebuilt foliage. Switched to amplify shader, merged materials and textures to reduce draw calls
adding booster FX, animation event
missing booster model sources
Added support for tem emblems in the HUD. Added to some game modes.
Fixed RHIB glitchy visuals under shader level 300
Building debug.
CanDeposit fix.
Fixed Building.CanDeposit not correctly counting registered items
HTTP() body won't fail if first byte is 0
Support for construction requirements in order
Bandit guards are now more reactive to explosives.
Guards put at base level of dredge.
Bandit town scene2prefab.
update trajectory line
adding trajectory shader/ texture
Fix for buildings that don't require construction.
Fix for view showing all requirements met.
merge from building rework
lightened up lod are of leaves texture and set material to use tga instead of psd. tweaked bark tint colour in material a bit to blend better with leaves
GPV overriding is now determined by the Goal Wrapper.
Fixed people dropping stuff to construct the building instead of depositing.
merging from other branches
If no skill gain is defined gain the building skill using a default value defined in config when building.
Early exit from skill gain application if we're trying to apply a value of 0.
Ambience fix for real this time