108,630 Commits over 3,867 Days - 1.17cph!
Added missing audio source
Rail world gen uses my new collision mesh
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Debug hair dye setups
Debug hair cap geometry
New collider or procgen train tracks, instead of just using LOD0. Has much smoother ramps for the rails
Fixed not being able to skin SB TC back into a regular TC via the spray can
seaweed mat , albedo and transluceny tweaks - darkened root, desaturated
Fixed sidecar bike pulling to the side again
swimming fish, added min and max scale on fishswarm script, changed fish speed and spawn frequency
cherry pick from
101558 fish swim shader
Added the ability to not apply light direction, convar'd.
Update one of the fish materials
Merge EnvironmentFish and CritterMovement shaders into EnvironmentFishCritter
Replicated Bush Fx -> Main
Tin can alarm deployable in underwater labs
Swap template to small sound for crunchy, grassy and twiggy leaf rustle sound definitions
Should reduce the audible distance of bushes
Fixed IO counter showing 1 by default instead of 0
merge from zipline_improvements
First pass of assembled jungle ruin kits. Removed old blockouts.
exported wip on DPV 3rd person animations
removed crocodile head mesh from HuntingTrophy_Large fbx. Added new mesh with Croc head mesh. Re-setup the huntingtrophy prefab with new mesh.
Block placement in NMS elevator shafts
S2P
Block placement on Excavator belts and buckets
S2P
Added a new BlockPlacement custom tag to force block-building regardless of any deploy exceptions the item may have
merge from shockbytetclodfix
Update: Review Feedback - Part 3
Renaming FreeUnmanaged primary overload to FreeUnsafe to clearly indicate that it's an undesired API.
Tests: built all targets
Tests: Review Feedback - Part 2
This covers basic scnearios of Pool usage.
Tests: Ran the new unit tests - they pass.
include steer and pitch inputs to animation, changed client update to have packed vector of inputs
Boomerang Texture Update.
Added Boomerang world model and LODs. Updated Textures.
fixed lod3 displaying incorrect material, set lod distances to the same as the other toolcupboards
Flagged above ground tunnel entrance prevent-building volume as Tunnels
Added a new Tunnels ColliderInfo flag, so it can be used to ignore tunnels prevent-building volumes
Flagged train_tunnel_nobuild volume as Tunnels
Tin can alarm now deployable in tunnels
Moved both oilrigs MonumentInfo component to the prefab root gameobject so running S2P correctly adds the PreventBuildingMonumentTag component
S2P