137,197 Commits over 4,352 Days - 1.31cph!
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Include VehicleLarge layer in growable entity sun raycast
Re populating skeleton skin bone array for frontier hazmat
floorpaper icon, renaming, engine file
set dressing rentable shop A
Updated apartment light textures
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Fix height sampling on some terrain sizes, add tooltips to convars, fix server compile errors, set terrain prefab to craggy, set default global lod scale to 2
fixed static vehicle paint masks import options, added some detail maps to materials to increase paint TD
Add ConVar to use MeshColliders for terrain cells, add editor buttons to create mesh colliders, clean up unused code, and put debug info behind flags.
Better approach, only allow one device per index be connected at once
Clean up editor, fix LOD extent validation, fix editor defaults causing 0 LOD extents, and set new defaults
reduce biome fogging when looking through a camera
exclude renderers with negative scale from instancing and warn about them
First pass regular armoured hatch setup
Date file and entity count are store in the data file
Old files entity count is filled when pasted
Added a way to retake screenshots when holding CTRL and clicking
merge from new_console-ui
Can paste and delete files from the copy paste tab
Added search bar and refresh button
Added copypaste.setscreenshot to set the thumbnail of an old copypaste file
added missing metas for camping cooker normals and kitchen furniture, removed obsolete files
first pass mat application shop A
Adding skinning items subbed to wrong branch
merge from main -> deep_sea_sleeping_bag
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Add 'copy' button to the corner of each UI entry, allowing you to copy a block by pressing a button rather than getting the whole log and manually sending that
kiosk b update.
new doors added.
Cherry pick to compensate scientist dmg lowered by armor buff, should now be on par previous patch (fullmetal is same ttk, hazmat will take less dmg, naked will take more dmg)
Rustige Egg H (Amethyst) - Initial folder structure, prefab setup, item, anim controller, worldmodel, model, textures, materials, basic animations, translucency support, localization, manifest and placeholder icon
Rebalance scientist damage to compensate armor buff, should kill fullmetal when landing every shot in one full mp5 mag
front 50cal animation updates
Potential fix for red card room scientist turning invisible
exported latest salvaged axe refresh anims
Added the motion vector mode of renderers to the render params for indirect instancing
Adding burst cloth for frontier hazmat and updating skinning
close more edge cases:
- placing a lock on a box would show contents to everyone before master code was input
- placing a lock on a box and then locking it wasnt hiding contents until next network update
wip floorpaper texture updates
Now sending packets over websocket, sending map via StreamContent, removed reliance on Time.frameCount (potential threading errors)
First pass trims/mat applications on kiosk A
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Client now takes a screenshot when running the copy commands and saves it into the copypaste files
Set to 256x144 for now