130,297 Commits over 4,201 Days - 1.29cph!
Aniso angle improvements on the nets.
PFX pass.
Merge from naval_missions
Deep sea prefab variants missing from manifest entity list
Improve the carousel button behaviour in the full screen store page, now matches the web store
Blowpipe - added SFX anim events, set up override controller correctly
SAP - updated sfx anim event placement
Disable RendererBatch for any doors or windows added to boats.
Moved food market vendor further back. More geo reduction to floating walkway piece.
- Setup metal detector source spawn points for rest of the deep sea islands
- Remove NPC name from ConversationData and added to NPCTalking, prevents some NPC's from having names defined in different places
- Made placeholder floating city mission provider look not placeholder
- Improved how we retrieve conversation data node names
Add debug server command to send a convar to a client
Fix the log that prints when the client blocks such commands not including the full command string
wrong branch! Merge to building_planner_viewmodel
viewmodel animations on wallpaper planner never call the base animations (locked behind an override)
main -> building_planner_viewmodel
Various LOD popping tweaks.
S2P and rebaked HLODs for FC 1-4
1st pass updated binocular anims
Merge: from analytics_v2_expose_telem
- Fixes CLient crash when running analytics.tablestats or uploaderstats
Tests: built standalone and ran the commands - no crash
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shadow proxies for prison and sec tower
Fix bot_exec commands in builds
Added RPG to weapons category
Fixed some owned tag issues
More geo reduction and hole removal on floating walkway kit pieces (WIP)
65 million cull volumes to deal with bleed on the paperthin walls and floors.
Cool spotlight flare improvements.
Fluor bulb material tweaks for updated tonemapping.
All scientist LODs + prefab updates
Anchor can't be deployed where the anchor point can't see the sea/netting.
Added SocketMod_Anchor, checks for LOS to sea/netting.
Remove a bunch of anchor debug logs.
Move a bunch of sockets that weren't getting checked correctly before, fixes a bunch of issues.
persistance++ blueprint wipe
flipped steering wheels can't be mounted and flipped playerboats dismount all steeringwheels as well
merge from boat_flipped_wheel_mounting
shadow proxies for meshes with over 1 material in FCs
latest medical syringe anim updates
Move boat related socket scripts to a Boats subfolder now there's a few of em
Tshirt.Long repose (female)
Removing holes from floating walkway kit pieces to optimise geo (WIP)
Add SocketMod_BoatBuildingEntityLimit, limits number of entities of specified type to the specified count.
Limit steering wheel deployment to one.
Merge from render_pipeline_testing
Added support for light cookies in RRP
merge from elevator_power_qol
Remove leftover ItemModChildIO component on the elevator item