238,093 Commits over 3,837 Days - 2.59cph!
Setup for western DLC racks
Initial script auto setup run
Removed unused duplicate lodgroup script
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Few checks to only point at interest zone if in orbit and not breaking orbit
Overrode default rotation speed for orbit strafing
Set interestzone origin from strafe passover to ensure a more accurate target
Use a fresh PackageLoader when loading new games - fixes Facepunch/sbox-issues#5219
CreateModelFromMeshFile uses modeldoc utils so it does automatic lods etc again
Add InitFromMesh to modeldoc utils - tries to automatically build document from mesh file
SessionImportFromModel uses InitFromMesh
Prevent multiple OnEnable and OnDisable calls for people doing nonsensical things like reenabling parent gameobject in component OnEnable
merge from toolcupboard_retroskin
Converted retro tool cupboard from prefab variant to normal prefab
Fixed StringPool errors on retro tool cupboard
merge from oilrig_sat_tube
merge from harbor_tweaks_4_cargoship
fixed outline not appearing on worldmodel when dropped
viewmodel renderer setup ( turned off for now) still needs ammo belt settings once mat's are completed
cherry picking bridge LOD fix
New Outfit! - Space Suit
https://files.facepunch.com/daniel/1b2711b1/Photoshop_ImaSTMln2y.png
LODs and small skinning adjustments coming ASAP.
NRE fix when MaterialSetup is missing MaterailConfig (now logs a warning instead)
Updated minigun ammo pack with final model (placeholder materials for now)
Orbit strafe now attempts to point at interest zone wilst orbitting
Heavy scientist suit can be equipped with backpacks
Heavy scientist suit tanks get hidden when backpack is equipped
edited minigun view model deploy and admire anims
cctv controls, microphone, notepad, telephone
Fire extinguisher and poster meshes
Docs, GameControllerExtensions to internal
Why the fuck are you there
Fixed resource boxes disappearing after leaving network range and returning
CVfxStackMachineBuilder::FindConstant case insensitive
Fixed screens not appearing on lowest object quality
Tweaked LOD culling distance to match regular TC
Tweaked front storage adaptor position
edited 3p minigun idle and shooting anims
More block out, set up scene with doors
Fixed "Occlusion Culling" UI option using the wrong conva
Prevent cargo from tilting on harbor approach
Improve error messages if approach node isn't found
maintenance_door asset
added pipe_group_01 prefab
Make sure to set the size of svg glyphs
Keep current glyph API intact, add new version to control outline