121,363 Commits over 4,018 Days - 1.26cph!
subtracting
70830, will reapply once fixed
Updated work cart LODs
Material tweaks
Reworked baked LOD materials to minimize pop-in
L2-3 custom navmesh data, spawns, patrol, move & cover points.
Fixed a bunch of desert spawn rules.
Added stables.
Fixed some floaters.
L1 cover points.
Added AICoverPointEditor custom inspector script with buttons to quickly rotate cover points +/- 90 degrees
Comment only. Added info on Hierarchy
PathList has Hierarchy variable that can be set to determine type (0 = ring road / rail, 1 = side road / rail, 2 = dirt trail / rail siding)
▅▊▍▊▋ ▊ █▊▅▉▍▄▄▇▍▍▋▊▉█ ▍▋▆▍ ▊▉ ▇▄▉▉▅▄▍▄▄▆▉▊▉, ▄▋▆▋▋ ▄█▆▋▇▇█▋ ▌█ ▆█▇▍ (▄▅▆ █▄▊ ▇▌▅▄▇▊█▅▄). █▊▊▄▉ ▍▆▇▊▋▆▄█ ▆█▌'▊ ▍▉▊▇ ▌▇▆ ▅▇▅ ▆▆█▊▌▇ ▋█▌▉ █▌▄▌▌ ▊▊▋▉▍▊▊ ▆▊▋, ▍▉▊▉▆ █▍▆ ▋▍▄▅ ▄█▋▊ ▋▊▆ ▆▅▉▌▉▆▊█ ▉▇ ▉▊▄▌▍▍▌ ▄▌▉▄▉▉▆▌ ▋█▊▇▌▇ ▌▍▍█▉ ▇▋▅▇ ▊▍▇▍ ▆▇▄▇▄▉▌▉ ▍▅▅▋ ▉▆▍▋▋▄. ▅▋▍▊▊▅█ ▇▉▅ ▍█▍▅▅▊▄█ ▋▅▉ ▌▍▋▍ ▌▋▊▄▅▋▇▊▊▋▊▍▉▋ ▌▌▋ ▍▋ ▊█▆▄▉, ▌▅█ ▍▉█▇▋▆ ▊▌▇▋▇▇█ ▉▌▇▇█▋ █▋ ▌ ▆▌▌▆▄▉▉ ▋▅▅▄ ▆▇ ▄▅█▍▊▍▍▉▅█ ▊▇▄▉▍ ▊▄▅▊▋▄▆▉▉ █▅▅▆▊▊ ▅▇▅▅▋ ▅▍ ▉▄▉-▌▇▅ █▆ ▍ ▄▍▉▄▄▄▇ ▉▇▋▉▍. █▉ ▌▊ ▌▉▆▆▅▌▋▌ ▋▉▅▄▌ ▋▅▅ ▆▉ ▅▅▊▉▊, ▅▍▊ ▌▄▉▄▄▉▋ ▆█ ▊▆▍▋▆▅.
L1 custom navmesh data, patrol route, move point, spawns.
Forgot Hapis map bundle assignment
Level 0 test spawner & patrol.
Set NPC stat override values for level 0.
(no s2p yet)
merge from hapis_conversion
reenabled Hapis scene in build
More work on shot compatibility, fixing stuttering and incorrect offsets when exiting shots
Fix demos UI public variables inside CLIENT blocks
▇▋▌▍▍▆ ▊▄▉▋▇▍▄ ▊▌▌▇▉▅▇▆ ▉▄█▇▆▆▄▍▄▇▊▋▋▉▋▋▌▇▋▋▊▆ ▆▅▍▌▉▄▉▍ ▍█ ▌▊▌ ▋█▉▊▄▊ ▅█ █▋▆▇▄ ▅▅▉▆█▉▉ ▆▌ ▆█▇▊▍▇ ▅█▆ ▍▄▋▍▇▆ ▊▊ ▅▉▌ ▌█▋██▍█ █▋ ▍▆▄▉▍ ▅▅▆█▋. ▋▇▍█▇ ▇▇▅ ▋▆▉▌█▄█▍▋ ▊▍▅▍▍ ▊ ▋▆▊▄▅▄▅▅▇▆ █▌█▌▍ █▅▅ ▌▊▅▅▅▋ ▄▅▍█ █▇▆ ▋▋▋▅ ▆▊ ▆ ▆▄▊▅▅▉▍▅ ▄▄▋ ▆▌▄▅ ▆█ ▉▅▍▍▄▅▋▊▄▍▋▄ ▋▋▋▌ ▌▍▋ ▄▄▄▉▋▍▄▌ ▊▆▉▆▉▉▆.
Hook up world animator field so weapon animations play
Copy eject shell effect over to ensure effects are playing correctly
Always make the leader role have all permissions
Show a better error message when the clan leader tries to demote themself
Update FP.Nexus
Implement the remaining IClan methods
Match the WorkCart rear lights to their old colour
Mark the new rail sidings as secondary paths, make sure they're not selected by default, and set them to be the new wagon spawn areas
Merge from spraycan_merge2 (NRE fix)
Removed unused light script
Fixed not being able to set camBone by name
Updated all WorkCart colliders to match the updated model
LOD cull override test on key cliffs. Might cost some perf in this crude state, but also might not. To be improved.
Removed old WorkCart cover visuals since they're now baked into the mesh
Mergable (with unpolished autospawns in the desert)
Fixed mip and convolution passes
Fixed render passes to allow rendering slice by slice.
entity updates (still stuff to resolve)
▌▉▇▇▉ ▍█▉ ▍▅▅▌ ▅▆▇▋█▊ ▍▍▆▉█ ▊▍ ▆▉▅▉▌▋▋▊ ▉▌ ▋█▅▊▅ ▆▅▉_▅█▇▉▌▊_▊▋▊▋▊▊ ▇▅ ▊▇▇█▇ ▍▅ ██ ▅▉▇▉▆▆ ▄▋▋▅▍▇▆▊ ▋▊█▍ ▄▅▄▍▍ █▊▋▋▇▋▌ ▆▇ ▋▄▅▍█▅ ▇█▊▍▍▉ ▇▌█▋ ▉▋▍ ▄▄▆▇▆▊▍ ▍▉█▊ ▄▌▌▉▉▅█ ▌▅ / ▇▉▊▉
merge from rail_network_3