194,760 Commits over 4,079 Days - 1.99cph!
Adding mooring bollards models/LODs/Textures/Prefabs
Updated Harbor1
Deferred normal encoding by default; making room for anisotropic params
Automated Windows Build #466
Updated Steamworks SDK to 1.38a
Runtime water optimizations in editor mode + improved visibility and simulation culling
Fixed a bug with boat positions resetting for clients when exiting boats
Fix for players being dumped at 0,0,0 when exiting a ship
Fixed airfield monument crashing the world generation on some seeds
Flicker state fix, a bunch of metas again ;\
removed anims that crash the import
Merged prerelease into main
Merged prerelease into main
Senses should now take light level into account
added some barrel spawns to airfield
decreased hqm chance from crates (increases chances of everything else)
lowered chance of oil barrel spawning in junkpile
removed spring requirement from beartrap/landmine/reactive target
not sure why these didnt go in with the last checkin, meta files from update to 5.5
large amounts of meta files changed on import
junkpiles now properly despawn their contents
Updated hex pieces
Added control point gizmo and removed debug sphere
Speed tweak, disabled sea objects on server
FOR FUCK SAKE fix water system layer fucked up
FOR FUCK SAKE increase ocean scale so the cannon ball can land on it
FOR FUCK SAKE canon prefab
FOR FUCK SAKE water module FX list
FOR FUCK SAKE tweak water
FOR FUCK SAKE cannon script, adding .1f before the object get destroyed so the water system get the time to register the collision
FOR FUCK SAKE water, WIP FX stuff
FOR FUCK SAKE shaderforge
Added pooling support to renderer and collider batching
Adjusted cockpit cam settings to handle high/variable ping more smoothly. Feels a bit floaty but floaty is better than jittery.