161,456 Commits over 4,597 Days - 1.46cph!
Fixed supply drop on Primitive game mode not having blueprint pages
Removed reference to deplkoyable corpses from softcore Information panel since it was removed
Changed train track procgen material to be opaque to get more UV space out of the gravel part (don't need visual blend on the gravel skirt now as it should always be well under terrain)
Fixed the new DistanceFlareRenderer converting already linear space HDR as if it was Gamma. Fixes blown out distance flares.
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Update: replicate AssetSceneManifest from current asset scene states when building ContentDir
Temp version to avoid constant asset scene rebuilds while iterating
Tests: none
Update(editor): expose "Use ContentDir" toggle
Tests: toggled on/off, used the path override
Update: pipe AssetSceneManager's scene un-/load requests back to FileSystem
Allows ContentDir to load via LoadableSceneId
Tests: none
Merge from main. Conflicts on train tunnel double switch and single corner, accepted main version so needs redoing locally with any changes
Bugfix(editor): update unity version check for 6.7
Tests: script recompile - no more errors
Update: separate out AssetScene logic from AssetBundleBackend
- plug it into ContentDirBackend as well
Simplifies integration into ContentDirBackend
Tests: none
Fix PT Boat Turret viewmodels not showing empty magazines when totally empty
Train tracks - added bottom faces to procgen rails LOD0. Added deeper gravel skirt to all LODs to improve embedding in terrain.
experiment with ui to show everything you can craft with a specific item (mostly to save new players having to look it up)
https://files.facepunch.com/adam-k/crafting_recipe_ui.mp4
fix rockets hitting large seagull group collider
fix gulls disappearing when they cant find a landing spot
Regenerate settings preset defaults, fixes various outdated convars and max shadow quality being the default
Fix an unlocked locked crate showing the wrong time on the laptop screen after a restart
Clean up debug options and convars, improve foliage shadow block culling, reduce cell padding
Clean up DrawDecals() a bit
Disable RRP for twitchrenderer tool
Don't run decal pass when there are no decals.
Info and net panels only slide out when their button is clicked, not when F1 opens or you switch back to the console
Remove requirement to hold firemode button to change stock, now a single press
Fix skins not applying on thrown weapons whilst in flight
Fix workshop skins still being applied if the skin application was reset during an in progress skin load
Player/horse modifier pooling.
Bunch of related fixes.
Missed lake blend texture
Merge from gamepad_focus_nre
Increased radius of Lake C slightly to include blends and terrain splat/sculpt. Regenerated terrain anchors with new blend based script. Slightly gentler tolerances now.
Reduced blend and increased radius of Oasis B slightly so that they marry up better. Regenerated terrain anchors with new blend-based script, should be better in super hilly spots now. S2P.
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BaseProjectiles will now always reset the hold type (and trigger the deploy animation) in third person when equipped, even if the player already had a matching weapon with the same animations equipped
Fixes the reload continuing in third person when switching between identical guns
Reworked sprint metabolism system (for next wipe, todays wipe is just the flat 10% penalty)
Increased sprintmetabolismscale to 1.3 (30%)
Scale is now decided by a new stat on armour - Sprint Effort
Added Sprint Effort to the more effective armour items - Roadsign, Heavy plate, ballistic
WIP values for now:
Metal facemask + chest plate + roadsign kilt + roadsign gloves = 100%
Heavy Plate set = 100%
Ballistic set (helmet + vest + legs) = 75%
Wood set = 40%
Naked, burlap or cloth basics = no penalty at all
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Fixed Tomaha snowmobile throwing an Unsupported Type error when geetting prepared
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