196,563 Commits over 4,110 Days - 1.99cph!
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Add support for showing non item rewards
Switched outpost scientist npc to a generic mission provider
Added support for generic dialogue handling when there are no available missions
Generic mission process is now alloc free
Safe zone spawn unlock mission boilerplate
Very rubbish first attempt at wall snapping when placing deployables
Merge from party_system -> main
Fix another NRE when connecting to a server in a party
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patrol_heli_revision_2 -> main
Removed logs
Ensure heli can crash at airfield?
Extend flee monument search range
Clicking link in steam chat will add you to the party
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Patrol helicopter flee map marker matches rotation
Patrol helicopter flee map marker shows an estimated to flee location
Reduce button width
More phrase support for interaction modal
Show 'cant connect to steam' error popup as an interaction modal instead
trawler ship hull material vcol blends progress, more uving
fixed oilrig mask seams
add tod gradients for some cloud parameters
M15 Pistol - Texture update, world model + rebaked texture set
Updated textures and prefab setup
fixed broken skinning on male grass skirt legs lod 3
Layout changes
Ensure bootstrap page has the same interaction modal as main menu
merge from party_system -> main
Fixed bug preventing the title from taking up all the space if the subtitle is empty
Codegen
Test method
Fix `kickparty` not correctly checking if the person kicking is the leader
Interaction Modal can now be enabled/disabled with static methods
Can output translations rather than raw text
Buttons can be wired up to whatever we want when starting the popup
Custom layout is setup on call for whatever the user wants
Updated Folding Wicker Bed Blanket Textures
Removed Fourth Blanket Varaiation Textures and Materials
Fix NRE when connecting in party
merge from main -> party_system
skinned bone for magazine follower to m15 pistol rig so it pops up when magazine is empty
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set fairy lights on material emissive intensity to 3.4 (was 10 which I think was a merge error)
Fix incorrect height calulation on new flee point
Remove logs
Create map marker at the position the helicopter will flee to
Create a dotted line from current position to the flee position
Use a syncvar to handle the map routing
merge from decor_lighting_dlc/merge_resolve
added test wall_storage prefab and built manifest
T1 SMG view model camera update
main -> patrol_heli_revision_2
syncvar_vector_fix -> main
Fix errored netread logic
moved some TerrainTopologyMap job utility methods into own class and also promoted local function to a static method, burst seems to hate local functions in this case
syncvar_vector_fix -> main
Cherrypick syncvar vector fix
Ensure the same references are generated throughout
Fix syncvar generator not working properly with Vector3 and Quaternion