193,687 Commits over 4,079 Days - 1.98cph!
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WIP lazy loading monument terrain maps, also unload them when finished loading the map
subtracting
35876 due to errors
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fixed some trophies broken materials
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Fixed holosight scope glass
Prevent object is active or not active and is being active or inactive errors on close
Prevent animator warnings on spawning doors
Removed a ton of PostProcessing effects we're probably not going to use again
Removing some shaders that we're defo not gonna use
oil rig scientist loot nerf
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Some minor navmesh changes and additions from CS:GO branch
CNavArea.IsBlocked 1st argument is optional
Added CNavArea.AddHidingSpot( pos, flags )
CNavArea.GetHidingSpots how has an optional 1st argument = flags
added invisible_collider & prevent_movment_volume prefabs for map makers
tweaked confirmation button
tweaked some gameplay UI element sorting
adding blob shadow shader/mat/setup, switching the shadow options to : on, simple, off
removing some unused asset
fixed some warning
Fix for missing rhib.prefab in manifest
[D11] [#2020] Potential fix for decaying issue
Removed some (currently) unused input functionality (target cycling)
Fixed players clipping through underside of oilrig dock
fixed rotated collision on stairs_ushaped_mirror (need to check non mirror?) added surface_default_6x6 texture
MaterialUpgrade boilerplate
Fixes for last input commit
Tree manager - fixed missing material in bundles, fixed felled trees to being removed from instancing manager
[D11] [UI] Vending Machines now adjust quantity with triggers. You can now buy from vending machines using the [X] (face button left) button. Added correct input prompts on nav bar for vending machines.
[D11][OFFSCREENPARTICLES] Bug fixes ( still not enabled ). Need to do the shader replacement in a non-hacky way.
util.JSONToTable ignores the UTF-8 BOM
Fixed terrain base map not available from shader lod 101 to 199
Removed alpha from diffuse/emission/occlusion/detail that didn't use it
Updated some materials to use /Rust/Standard shaders instead of /Standard
Merge non-readable meshes branch
Added option to split shadow casting instanced meshes into separate shadow/non-shadow instances for improved culling
Updated mesh import flags to make more meshes non-readable and streamable to save memory (saves about 175mb on the 4k map i'm testing with)
Cherry picked powerline_pole_a light removal