126,704 Commits over 4,109 Days - 1.28cph!
changed warhead to render lod, added single and triple work lights, set up prefabs on them
Fixes. 1 less shadow caster.
Made ladder volumes on watchtowers slightly smaller
Moved the vent shafts in computer room to prevent players from getting stuck
Replaced the static oil barell props to prevent confusion
Added exterior light prefab to the scene
Scene2prefab
Fix "unlock_all_skins" not working
merge from nuclear_missile_silo
fixed brick skin models not being set fully to construction layer
Culling volume progress / moved pivot points to correct locations to prevent bounding boxes becoming too big
Fixed missing colliders on nuclear_missile_silo_room_o
Scene2Prefab
Brutalist skin floor frames and wall frame models/prefabs
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Silo map marker
Silo no longer spawns in T0 and
merge from gameplay_metrics
merge from nuclear_missile_silo
merge from nuclear_missile_silo
block's head prefabs links
brutalist building grade file
brutalist building blocks prefabs setup
Don't log assembly name when resolving harmony mod assemblies
Cache the oxide type so it doesn't keep resolving assemblies
Try catch each process individually as some are inaccessible
Use assembly qualified name when grabbing oxide type
merge from main -> gameplay_metrics
Include system ram usage in UpdateServerInformation
Include number of entities
Fix compile error in CLIENT mode
Update protobuf code generator again - now serializes the strong IDs as plain integers to remove overhead of using a separate message
Show system memory usage in serverinfo convar
Finish up the rest of the compile errors and everything seems to work fine
Added mounds underneath buildings to hide light leaking
Moved aircon pipes inside one of the houses
Increased shadowproxy culling distance on sandbags to reduce shadow pop-in
Include harmony mod version
Organized NMS tunnel network into smaller groups and added culling volumes
Scene2Prefab
Changed metal bunk beds to use RendererLOD instead of LODGroup to cull properly
Split elevator rooms into smaller meshes
Progress switching uint IDs to the new ID structs
Protobuf code generator update with fix for repeated structs
One more strong ID struct
Change their ToString methods to just be the ID value
added worklights_triple , set up material, collision , prefab