195,173 Commits over 4,079 Days - 1.99cph!
Fixed underwater view distance adjustments via WaterOverlay not doing anything
Fixed Tugboat caustics projecting into nothing, not being set up for its size.
Added colliders and updated the LODs for the oiljack
Water droplet material is underwater masked.
Added water masking to Glass/GlassTransparent shader
Replace all materials not just first
brick skin texture polish
Fix for submarine windows missing underwater effect
Fix some issues with skins when using placement models.
Skin an item once not a bunch of times.
Zebra crossing and water tank
Fixed NREs on concrete hatchet and pickaxe viewmodels
Fixed tugboat radar flickering
Merge from media_projects/2023_06
tweaked wood door to match other doors bounds vertically
re-exported single wood door textures for higher quality
Water drink prompt tweaks
Fixed snowing underwater.
Fixed shoreline wave normals never being applied to ocean (should only be applied on highest quality)
Fixed fallback normals not being applied to lakes / swamps
custom shadow proxies for brick wall meshes
Fixed moonpool water issues
Cherrypick fix Beaufort 5 being too vibrant, and other water color tweaks.
Underwater fog slightly darker.
Nudged water SSS down a little.
Fixed beaufort level 5 water accidentally being brighter than the others.
changed surface type of brick skin from stone to rock because apparently stone surface type sounds like grass. @Sound
merge from save239 - Staging wipe
terrain heightmap regression (add to heightmap scripts)
Cherry picked
83990 => Fixed minicopter fuel gauge shader much more opaque now
Fixed shading on transparent materials
disabled burst cloth on vm diver ak
Fixed being unable to place wooden ladder on cargo ship
Fixed MotorRowboat incorrectly implementing InitShared (without calling into parent version)
Fixed door stacking on tugboat (guide still shows as blue, but door cannot be placed)
Fixed nested child deployables on tugboat
DecayEntity fix on tugboat deployables
StabilityEntity tweak on tugboat deployables
GroundWatch fix on tugboat deployables
changed the angle of the road coming into ferry terminal, this may help procmap cope with road connections better
updated hlod
merge from caves_lighting_fix
merge from flashlight tweaks
updated wall lights prefabs used in underground train tunnels