250,275 Commits over 3,959 Days - 2.63cph!
Terrain splats and topologies update
Take scrap from storage inventory instead of player inventory
Allow scrap to be deposited, only show spin menu item if there's enough scrap for a spin
updated npc positioning and cover markers in bandit town
striped construction related scripts from static gate
Fix NRE for missing vehicle push boxes
Added dof_toggle and dof_debug_toggle commands for easier input binding
Remove the extra loop to find the appropriate mesh override at runtime, instead make an override for every mesh if an override file has been created
Pause auto transform syncing while generating gibs
Add overrides for twig foundation and floor
Fixed not being able to make a new override on child entities of a prefab
Manifest
Fix demo browser scrolling
Custom loot panel for deposit/payout
Use Decay as the damage type for collision damage so that lastAttackedTime isn't set
Scale chassis propagation damage total with module count
Propagate chassis hits to damage attached modules
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Merge from gib_pool/scriptableobjects
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Add mouse-base car steering while holding Crouch. Not very good for general use - intended to be used for making smooth-looking cinematics.
Refactored border warning to not require axis alignment
Splitscreen border warning now fully functional
Trying out a margin between the split screens
Open loot panel on deposit
Spawn storage container as sub entity to hold lootable deposit and payout
Add deposit and spin menu items to slot machine
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Run r_flushlod only on level init, not on level shutdown
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Add a small icon to the recent "NPC icon in weapons" addition when the weapon is actually selected as NPC weapon override
Main menu backgrounds never switch to the same image unless there's only 1 image
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Scrap heli wreck files/prefab
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