145,202 Commits over 4,444 Days - 1.36cph!
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Item id, world model fixes
merge from optimize_train_track_meshes -> main
Fix "Double invocation of a deferred action"
Fix null check using .Equals() instead of == null
Top floor progress
Reverted some material overrides in the core and wing prefabs
Fix CLIENT compile errors
merge from main -> optimize_train_track_meshes
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Merge from findobjectsoftype_replace
Lighting WIP.
Tweaked gloss on tiles_A down a bit for lighting purposes.
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merge from apartment_complex_monument/prototype -> apartment_complex_monument
merge from apartment_complex_monument -> apartment_complex_monument/prototype
merge apartment_complex_monument/prototype/mailbox
Ok finally fix slide 3 being positioned wrong
RotateOnFlag was setting position so it could slide out but didnt have the 0.01m offset for slide 3 configured
gamesroom minifridge;
- greybox model updated
- updated prefab item reference for repair and pickup
Glass AR - adjusted WIP viewmodel position for testing
Merge from setflag_change
Swap all mailbox props with the entity mailboxes and assign the room numbers to them
Show P1 instead of PH1 on the mailbox so all mailbox codes are 2 characters
Adjust text position of the 3rd slide because the mesh is slightly offset
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Add mailbox slide entities to manifest
bunny hat uses cap deformhair
merge from rhib_cargo_fixes
Debug: add a bit of logging to track down why fuzzy Pool can spill aggressively
- added a couple temporary perf tests to stress test it
Tests: botted into Playground, ran my temp tests
shift the RHIB's COM down for a short time after releasing from cargo so its launch is more stable
Make each slide in the mailbox it's own entity with correct mesh