126,745 Commits over 4,109 Days - 1.29cph!
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ScrapTransportHelicopter prefab fixup part 1
Mostly set up ability to buy attack heli from Air Wolf compound
Revert corrupted scrap heli prefab from the merge, I'll have to manually sort it out
Merge Main -> Attackhelicopter
Parachute straps now properly attach to player's back (temp until more final art)
Merge
85110 -> AttackHelicopter, make sure the prefabs are right
Rewrote "MeshScheduler" into 5+ different classes and split responsibilities
Replaced block allocator with fixed size cell allocator
Refactored tons of code to make it readable, organized and reliable
Show ping for each zone on the server list nexus modal
Add a header for the zone table so it's clear what the numbers are
Optimized textures
Mat polish
Set icons for the nexus join modal
Demo recording thread safety
Updated LODS for Pipe Wrench and Spanners
Renamed Spanner Textures to match naming convention
Changed LODing Method on specific Spanners
Fix rank creator textbox not being readonly when the player doesn't have permission to create ranks
Fill in the blank on the help message explaining the clan table
Moving more stuff to textures.split.split.bundle (test)
Inner/outer consistency stuff
Initial extra bloom
merge from industrial_grade_upgrade
merge from /main/nuclear_missile_silo/flyby
Fix ground check for weapon stand
Fix incorrect corner display of weapon placement ghost when not hovering a valid placement location.
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merge from community_ui_scaling_fix
Expose beltScrollSpeedMultiplier on mining quarry
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Fixed emoji rendering in read only input fields
Added emoji support for the clan announcement and member details text fields (no autocomplete or galleries but the raw text input is supported)
Add `force_lod_level` convar to force the culling system to only accept certain LOD levels (and bypass culling for them) to narrow down why certain LODs are disappearing "randomly"
Store LOD level of each mesh in `InstanceLODState`
Still debugging mesh culling randomly breaking
Merge from hackweek-chat-emoji
Added detailed colliders so that parachutes can be shot at
Show parachute health on HUD
Client compile fix
Move the first person camera closer to the actual model head bone position while freefalling with a parachute, fixes distorted legs view
If a player is dismounted from the parachute due to a collision in the first 1.5s of the deploy they will be hurt with fall damage (up to 80 damage)
Added extra collider to tugboat roof to prevent clipping through during sinking
Better animation transition if the player cuts their parachute while the deploy is in process
Parachute.bypassRepack convar bypasses the pickup duration
Added drag to the unpacked parachute so it falls a bit nicer
Fixed condition not getting applied properly
Scroll _DetailBlendMaskMapScroll and _DetailAlbedoMapScroll on belt
Secondaries for 25mm impact.