115,643 Commits over 3,959 Days - 1.22cph!
Make sure prefab exists in ConditionalModel attribute setup
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Run scene2prefab on multiple monuments to save prefab changes.
Added LOD1 to triangle up side lines conditionals
Removing unused triangle roof cases prefabs
Adding named shell prefabs pre-setup for all tiers/cases
Take 4 lights into consideration when calculating ore flare light attenuation.
Removed BillboardViaShader property. Every flare is using it anyway.
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New roof conditional models - LODs/Colliders/Gibs
color corrected some atlases
Re-enable auto sync transforms
Make targetprefabid an accessor with private set
Only get transform.position once during land direction check
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Remove distance stat tracking (we never used it)
Only get world velocity once
Use existing server directory method to save and load loadouts
Use existing client directory method to save and load midi binds
Return a pooled list
WaterVolume trigger is now always on so we don't have to do a Vis check to wake up any rigidbodies in the pool
Lowered upwards force amount when waking up an inflatable
Fixed merge degradation on these prefabs.
Fixed launch site degradation + s2p
Fixed degradation in modular bunker prefabs.
Another audio bundle experiment
Added siren flare cull component to prefabs
Component to LOD animations for siren flares
barricade cover volumes, costs, repair
barricade cover icon and sockets
barricade cover deployable setup
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Attempt to fix "Couldn't find sound" on animation-driven sounds (regression from 52993)
RecipeDictionary tweaks and some profiler changes.