192,825 Commits over 4,049 Days - 1.98cph!
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Vehicle editing UI and vehicle lift changes, WIP
Fixed console system code generator
Can now spawn chassis with appropriate resources
Refactored IK controls into a new component (removes a lot of unneeded fields on held instruments)
When equipping an instrument, reset all bone scales above spine2 to 1
Fixed deploy mesh disabled on Bass guitar
Switched to LODGroups on: Tuba, Bass, Jerry Can Guitar, Cowbell, Tambourine and Trumpet
Scene backup & mats
Lowered SSR depth buffer thickness because it was creating some stretchy glitches
Fixed drumkit player animator override missing some animations and defaulting to trumpet poses
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Increased bone influences to 4 per vertex in all quality modes but potato
Fixed graphics quality slider range
AND, OR, Simple & Timer switch point light render distance lowered to 10 units
Same as before on a few more mats
The OR switch runs a realistic amount of lights at edit time, instead of all of them on top of each other
Reverted puzzle box materials to HDRP/Lit
Fixed dupe icons not showing skins and bodygroups.
Added ENT_ANIM.GetShadowCastDirection hook
[D11] Fix for disabled objects entering the prefab pool and never becoming enabled again
HEV suit checkbox in spawnmenu
A checkbox for cl_enable_loadingurl in Options menu
[D11] fix for both cameras being enabled.
Fixed horse ragdoll not displaying armour properly
[D11] + structures\Junkyard Converted LOD Group and adjusted LOD's
Military tunnel scene recovery & prep.
Barbed wires use HDRP Lit instead of custom shader. (fog compatibility)
[D11] Nature/Driftwood + Nature/Ice LODs
Entity shadows continue to update even when the entity is "asleep" while the shadow is being lerped
Added Entity.UpdateShadow() clientside function
[D11] + structures\building_allowed_guide\models LOD's created
[D11] temporarily switch wire shader to avoid NaNs in framebuffer, still needs a proper HDRP friendly wire shader doing.
cherry pick chat popup fix
Animal skeletons / ragdoll setup
Icesheets LOD upto LOD3 with vertex colours on final LOD mesh
Force close chat popup when closing chat
[D11] + structures\house_ruins\models LODs sorted out
[D11] structures\industrial_doors_static LODs adjusted
[D11] structures\harbour - The rest of structures\harbour LOD's added/adjusted etc
Fixed session button weirdness
[D11] structures\Harbor LODs converted/harbor models LODS added