200,808 Commits over 4,171 Days - 2.01cph!
Homemade batteries (tier 1 & 2) source files.
Moved silencers to Models/Weapons/WeaponAttachments
Jackhammer, fuel generator, detonator, bloodbag, fire extinguisher, rf unity & aerial source files
Radiation Pills, Tesla Coil, and trough & hitch source files
Soda can and oil filter silencer source files
Hunting Bow and Knife source files
M39 and Flamethrower source files
Grenade Launcher (Milkor MGL) source files
Jerrycan zbrush high res source file
Reorganised an tidied up SMM class to make it easier to start plugging stuff in. Skeleton Skin no long attaches itself to a Skeleton automatically.
Cherrypick some vital fixes for a hotfix
█▌▉▊▅ ▉▇ ▄▋▍▅▅▅▊ ▌▇▍▄ ▇▄▉▋▍█▋ ▆▇▉▋▌▌▍ ▄▊ ▉▉▍▊▋▄▌ ▋▇_▄█▉▋▉▌ ▆▍▉ ▄▍▅▊▌ ▅▍ ▌▅▋▆▍▄▆▅█ ▄▆▇▆▆▇▆
Fix filtered out entities (on map cleanup) not increasing internal counter for MapCreationID()
Removed SkinnedMeshRendererInfo
SkinnedMultiMesh no longer keeps its own bone dictionary, uses Skeleton to look it up instead.
Scene backup
More prefab fixes.
[D11][UI] Added a few more tweaks to create server screen. Added Methods for navigation bar items to be given their own custom colours. Added area option to ButtonOptions
[D11] update from d11_console_version in prepartion of merge back
[D11] [UI] Removed Z axis coordinate from string on teleport popup.
[D11][UI] Changes to the Create server flow and look. Added Methods to navagation bar to allow single navagation tokens
Quick/dirty decal shader adjustment for clipping issues in bullet decal vs toptier wall
[D11] [UI] Server Admin Special Actions option added.
cacti prefabs backup
reworked ores diffuse maps
separate v3_ore spawn populations: spawning ores at bottom of cliffs meshes
subtracting wearable changes, need to keep rigs until the prefab processing stage.
[D11] new delayed list using dictionary.
Merge from consumable_item_info_fix
Disabled shadow casting on Launch Site factory puzzle control panel light
Merge from wounded_item_dragging_fix
Merge from rig_stripping(temp)
Fixed LODManager time slicing
Added shadow casting lights to render complexity debug tool
Added shadowed light logging to asset fiddler
A fix for rig stripping not actually working.
Merge from messagedelayfix
Fixed collider errors on craggy's scene
Tweaks to mesh collider tool log output
Added "Switch to Collision Model" tool (MeshCollider context menu)
Enforce a minimum percentage of messages to process per frame (client.minreceivefraction)
Should fix huge network delays caused by some strange IL2CPP incompatibility with older AMD CPUs
Might also fix one of the reasons why you get stuck sleeping and take a while to wake up
Tweak low quality settings
Removed missing components from camera prefab
Added a label to all wearables to find them easier