127,015 Commits over 4,109 Days - 1.29cph!
Displaying softside detail up to last LOD, at the cost of an extra drawcall on walls
Fix infinite ammo being defined inside #EDITOR block, refactored `UsingInfiniteAmmoCheat` property while fixing
Fixed incorrect SC convex roof piece highlight - bad transforms
merge from main -> infinite_ammo_convar
fixed SC floor frames gibs assignment
fixed SC foundation hole nexto adjacent tiers
eliminating gap between roof and wall from LOD2
fixed regression disabling tint on shipping container material
visually different softside for SC wall.half
Mark InfiniteAmmo as EditorOnly, not sure if this was the intention though.
compile fix for infinite_ammo_convar
merge from reloadweapons_command
merge from infinite_ammo_convar
client/server compile fixes
merge from building_skins_3 - shipping containter DLC building skin enabled
ferry terminal now spawns on procmap alongside harbors
subtracting
81366 - shipping container bundles
decals fix on ferry terminal building
Updated shipping container bundles private -> content
shipping container building skin unlocked with
10220 Adobe building skin (placeholder)
Place caves before road / river / powerline generation (fixes floating pylon edge cases)
merge from sign_resolution_increase
merge from pager_silent_fix
Switch between skins using Q and E while pie menu is open
Can now change rf transmitter frequency while in a hostile TC radius
Fixed gibs not matching colour
Bug fixes
Apply new construction skin component to all container prefabs
First pass spray can logic
Added LOD group to glass cubes
Tweaked spec on a few tiled cubes
White premultiplication on 6p textures to improve haloing.
Cleaned up all the old crap.
Naming convention.
Fixed 'victory' cinematic animation using hat tip clip