122,066 Commits over 4,048 Days - 1.26cph!
Checked every prefab in the project and every single one has LifeState set to LifeState.Alive, so set it to ReadOnly in the Inspector. One less thing to worry about getting right.
Holding sprint while placing industrial pipes adjusts the placement raycast so it collides with deployables, allows running pipes around boxes like in the update trailer
Increased the offset industrial pipes have from the placement surface by 0.01
Vehicle turret loot panel
Add a mission objective script to deal X damage to a specific mission entity
Fail the objective if the target entity is not found anymore
Add an option to specify if an objective is required, and if it is then failing it will fail the mission
Misc shader variant cleanup
Fixed compile error in Standard-Particle for instancing permutation
Fixed compile errors in Standard-Indexed shader set
Fixed edge case of underground train entrance stairs not connecting to underground line
AH post grading WIP
Underlying material tweaks
updated slide decal
graveyard walls - added a damaged segment for compound
compound progress backup
Reduced variant count on core shaders
killed shadow proxies on cave segments - needs deep S2P
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pooling/reuse tweaks for pegs and pivot points, also now works for placement ghost models.
added some extra sentries to cover exits
extra dressing
Item redirects will no longer appear in the filter search
Fixed several cases where filters wouldn't properly filter item redirects (redirects should be treated as their base object, eg. one hazmat and one arctic suit = 2x hazmats for filtering purposes)
Fixed NPC clothing appearing in the filter search box
Fix flag toggles fighting with game object LOD scripts
Fixed gun cam screen not turning off anymore
Removed unused bits and pieces
Added (very basic) UI to attack heli
Turn damage FX off by default for now
Fixed a bug in EmissionToggle which stopped it fully handling its materialIndex
- Fixed 'Powered' list set on attack heli not showing/hiding correctly.
- BaseEntity.Flags now supports a new type of flag check: HasAny. HasFlag checks whether the set of flags passed in exactly matches the set of flags on the entity, whereas HasAny checks whether ANY of the flags passed in match one that's set.
- EntityFlag_Toggle now supports "any" or "all" flag modes (see above). Previously only "all" was supported.
- New custom inspector GUI for EntityFlag_Toggle that only shows the any/all option if multiple flags are currently set.
Cancel any ongoing minimum mode transfers if the container runs out of items for any reason
Fixed min/max variables not working when assigned to blueprint filters
Fixed contacts button not re-enabling after connecting to a server if the previous server had contacts disabled