107,918 Commits over 3,867 Days - 1.16cph!
Cleanup + moved heli vendor stuff into its own prefab for later merges
Updated bandit town lighting prefab with vendor lighting setup
static vehicle parts props prefabs
added sign at gate of heli vendor + set dressed the area around it
Early exit from LODCell.ChangeLOD if the cell distance hasn't changed much (uses a percentage so farther cells are skipped more when moving around)
Add profiler samples for LODGrid, RendererGrid, FoliageGrid, and WorldGrid's inner loop
More work on locks and keys for cars. Added a "free" bool to ItemCrafter methods for crafting items for free.
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Key and lock crafting class and UI work
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Resetting at the start of each cull routine.
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progress backup - vendor external walls/gate
Stopping overlapping jobs
Get rid of two every frame allocations in ServerMgr.Update
Get rid of 0 length array allocations in Poolable
gate.external.high.wood static version for monuments
re-made gate.external.high.wood to current visual standards
Working on keys/locks, removing some old commented-out code
Added a new MidiConvar system to map convar commands to midi inputs (buttons and knobs)
Adds "BindKnob" command to map a knob to a command with a float value (eg "BindKnob 0 graphics.fov 70 90" to bind knob 0 to the fov)
Adds "BindKeyOn" and "BindKeyOff" to bind a midi note (eg BindKeyOn 60 "graphics.dof_debug true" and BindKeyOff 60 "graphics.dof_debug false")
Commands are automatically saved and loaded
Updates to vehicle lift repair UI, as well as UI setup for creating car locks and keys, or removing a lock. Reverted RepairBenchPanel to the version from earlier Main, and it no longer needs the Vehicle-branch changes. Protocol++.
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Various hit FX iterations.
Added more bespoke effects for certain material/attack combos.
Material improvements.
Merge cleanup (custom material support)
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Tidied up renderer class and a setup a test.
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