126,745 Commits over 4,109 Days - 1.29cph!
Elevator cabin now uses LODGroup instead of RendererLOD to fix culling issues
Added makeshift standing weapon rack
LODs/Gibs/COL/Materials & Textures
initial prefab setup for adam
Small pie menu description fix when "sidegrade" is blocked
Can no longer "sidegrade" except from default skin
Resolved multiple skins of the same tier not showing
override outdoor AI stats
adding shipping container skin color lookup
material tweaks
Updated tooltip for notFlag to match the new behaviour
merge from nuclear_missile_silo
re-applied shadow proxies removal
Use HasAny instead of HasFlag for the new notFlag check in EntityFlag_Toggle. It turns out the answer to "does something with no flags set have a flag which is no flags set?" is YES.
merge from missing_marker_fix
first pass outdoor/buildings cover data
re-texturing the floor frames and wall frame to be less like the wood tier
Fixed Adobe U stair early culling issue - caused by left over LODGroup
Bit of a mess + FixedUpdate hack in Ragdoll but already rather good results. Link corpse and ragdoll directly, give corpse several ragdoll-matched colliders so it falls more nicely, other bits and pieces.
Added tiles cube 08
Fixed a few floating props
Disabled ext fluro distant flares (render issues)
Fixed portacabin building door blocking los of hatch button
Hidden bathroom
S2P
Minor edits re experiments
Cherry pick
81327 -> RagdollRewrite
If a specific container is specified in GiveItem, don't ever override it via GetIdealPickupContainer. Bug introduced in 9220. Fixes predefined inventory loadouts sending items to the wrong container.
Some changes to my custom inventory loadout
Changed plan - let BaseCorpse have a preset collider if it wants to
Torso collider on ragdoll, added mesh collider support to BaseCorpse
Turned the torso collider into a convex mesh. Fixed scale issues.
Simplified my player torso collider
Fix client not alwas receiving the nexus.redirect command when using multithreaded networking
Core glow in the volumetric shader.
Code to toggle anim. Not hooked up yet as art/prefab needs some tweaks.
Lightwrapping & transmission for a better volumetric feel.
▅▍█▅▍▄▇▇ ▋▌▌▇▋ ▆▌▆
▉▊ ▊▄█▄▌▉.
Topside lighting mods to facilitate house changes WIP
Reorder foundation - fixes unable to upgrade foundation to adobe
Fix potential NRE in LogItemsLooted()
Clean up duplication in Mathx
Try to fix NRE by logging when an invoke with a null action is added
Fix NeedsKeyboard.AllowedBinds on GameUI.Clans
Update manifest
Codegen
Update protobuf code generator for updated UID inspection
Protobuf codegen + fixes whereUID inspection was used
Fixed red spinner light in the warhead room bleeding through walls
Fixed leaking elevator light at longer distances
Fixed exterior building roofs having their HLOD covered in snow
Attempt at fixing terrain violation near the exit when using vehicles / made the ground collider thicker and moved the terrain trigger
Attempt at fixing holes in terrain near the hatch at certain seeds
Painted Decor topology in the base to prevent trees and logs from spawning too close to the fence
Scene2prefab