241,410 Commits over 3,867 Days - 2.60cph!
tweaked wood door to match other doors bounds vertically
re-exported single wood door textures for higher quality
Try client sending to lobby owner.... add docs
Water drink prompt tweaks
Try using broadcastmessage but that doesnt work either
Fixed snowing underwater.
hot potato upgrade
banish powerup
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
Add TaskSource.WorkerThread()
Added test for GameTask.WorkerThread() / GameTask.MainThread()
Patch our C# launchers to enable discreet GPU usage by exporting NvOptimusEnablement & AmdPowerXpressRequestHighPerformance symbols
Seperate ISyncVar from SyncVar
merge from save239 - Staging wipe
terrain heightmap regression (add to heightmap scripts)
Potentially better error logging
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)
Animgraph spring demo graph/vmdl
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
clamping fishing net textures
fixed animation type on type2 rope ladders
fixed wood paneling material in terminal after a merge broke it