142,172 Commits over 4,413 Days - 1.34cph!
Subtracting
150838 (reapplying new navmesh)
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Merge from terrain_lowering_nms_large_cave (reapply)
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Subtracting
150878 (new submesh subtract) i.e. reapplying new submesh
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Modified Jenkinsfile to utilize fpbuild installer scripts to manage fpbuild version per pipeline instead relying on globally installed version on the Jenkins runner system.
When sprinkling in local servers ensure they're under like 150km rather than < 1000km
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Merge from terrain_lowering_nms_large_cave
Re-bake missile silo heightmap to workaround AddToHeightMap issue
Fix deployable snapping not working properly in some cases
Client now sends over its setup and server validates (just like regular placement)
add RustForwardOpaque lightmode to opaque geometry pass
Add version printout to the server log file, was only on client before
Add queen bed entity to large apartment
Create queen sized apartment bed
Add single bed to medium apartment
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blowpipe charm position changes
Add ai.abortNavEnabledWhenOutOfNav convar, disabled by default, use in combination with ai.logIssues to help isolating npcs causing the log spam
Updated door animaiton and animator scale to be -0.5 on close again
Removed LOD2 varations from movember moustache
Deleted unused prefabs/models
Fixing floating screws for industrial door mesh
industrial garage door
- fixed vehicle phys box missing reference to removed from client
Add apartment bed entity to medium apartment
Create apartment bed entity
remove passthrough from twitch rivals computer desk
Add single locker entity to small apartment
Make variant of locker loot panel for the single locker
Adjust door chainlink colliders to overlap like they do on original garage door
Add single width locker entity for the small apartment
update apartment_complex_monument/prototype
Setup various things on the door prefab for the new skinned mesh renderer
Removed LOD2 variations from santa beard (every head uses the same one)
Deleted all the unused old meshes and prefab variations
Adding industrial torch work model fbx
set attachment anchor on C4 HeldEntity prefab
Add more destroy calls for the mortar shell visual just to be sure its fully gone