125,642 Commits over 4,171 Days - 1.26cph!
Reduced attack heli speed and agility
Merge Main -> Attack Helicopter
Switch ParachuteSeat over to SledSeat class for IK handle support (eventually)
Move visual art to the wearable via a new parachute.back.deployed hidden item
Fixed BoneRetarget scripts causing pooling errors
Merge from airpatch_media
Merge HeliDamageTexture -> Main
Fixed DamageRenderer and EmissionToggle scripts not handling the case where a material has other properties set elsewhere. Fixes attack heli headlights and damage texture interfering
Reinstate damage texture for attack heli
Merge from main -> global_networked_bases
Overwrite libsqlite3.so if it already exists
Update global_networked_bases/2021
Mark if mesh is the highest LOD
Don't scale highest LOD by FOV or quality setting (to ensure all prefabs cull at the same distance regardless of your settings)
Add `supportsComputeShaders` to client performance analytics
Fix menu slider for "building distance" not having correct translate phrase
Fix GPU culling data not being updated when visibility of mesh is changed (to hide windmills & sam site placeholders inside network range)
Fix merge issues on weapon worldmodels
ColliderInfo component missing on most of these
WorldModel component missing on glock and hmlmg
Added `global_networked_bases` convar to disable networking of global building blocks server side
Rocket trail replacements WIP
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Log time taken to send all global entities to players
merge from hold_to_reload
Cleaned up implementation and handled a few extra scenarios.
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Added parachute canopy art
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Merge from spinner_tugboat_fix (fix bandit camp wheel rotation)
hackweek cliff scene backup
Building grade skin components added to blocks prefabs for frontier skin
frontier skin building grade
Updated prefabs and LODs values to the screwdrivers and suitcase models
roof.triangle.up.top.line conditional
conditional prefabs linkage pass
Fixed parachute throwing collision error on standalone client
Weapon rack reload menu option has to be held for the amount of time it would take to manually reload the selected weapon.
Added a Glass_Small physic material, identical physics settings to regular Glass but allows us to specify new effects for small glass surfaces
Created Glass_Small impact effects and decals, all new effects and decals are prefab variants and decals are scaled down by 15%
Applied to bottle_cluster_a, bottle_cluster_b, beer_bottle prefabs (but no S2P so monuments will be missing this effect)
New buoyancy option to go kinematic instead of going to sleep. Only using it on Tugboat for now.
Rowboat/Tugboat/RHIB now using the On flag for being On, instead of Reserved1. Buoyancy now has an On check that doesn't ever sleep if the vehicle is on.