111,707 Commits over 3,928 Days - 1.18cph!
added viewmodel hammer anims
Added larger radius terrain filter to avoid rivers to ice sheets
world_update_2 -> radioactive_water
Added more terrain anchors to rock_formation_a to prevent gaps
cave_large_medium terrain check fixes
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Added second ocean topology pass after all cliffs have been spawned
Large coastal rock prefab variants for the arctic biome to fix an issue where grass was being projected on top
better separation of flow vector/angle generation, still need to find a proper home for it
Fixed collision issues and floating geo on cliff_jutting_d
attempt at preventing seaweeds close to coastal rocks
-Fire Extinguisher Texture update and material consolodation
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Changed river splat from stones to gravel
Only spawn 1 oasis on maps smaller than 4000
Don't spawn any canyons on maps smaller than 4000
Spawn 2 canyons on maps larger than or equal to 5000
Subtracting
105196 (shore margin increase) due to several regressions
Added support for multiple IViewmodelComponents on a single viewmodel
Added BlunderbussViewmodel component that adds a shotsLeft state and lerps between three layers based on how many shells are left
Merge: from main
Tests: built all modes in editor
functional waterflowmap
- saved/loaded like other terrain data
- need to adjust where it's written to, it's still hacked into other terrain generation processes
Show correct dart models when loading ammo (viewmodel).
Added placeholder prefab variants for all dart ammo types.
adjusted improvised shield origin
added render batch scripts to seaweed clumps and increased lod distances for less pop
Merge from world_update_2
Added new SwapAmmoParticle class, same functionality as SwapAmmo on viewmodels but swaps a material on a particle effect
Applied to 3rd person reload effect on HCR, shells dropped will now have the correct material
Merge from world_update_2
Merge from world_update_2
Further checks on waterball splash logic to prevent a splashing through foundation edge case
Merge from world_update_2
More culling volume fixes in cave_medium_hard
Add harvestable layer to F1 layer tools
Studio light projector backup
Offset fuckery
Decor genocide
Mild river speed flow tweak
pfx tweaks
Merge from world_update_2
Merge from world_update_2
Fixed most rocks in divesite_d double rendering
Another possible fix for no collisions on the divesite plane
add a little spice to the blunderbuss gunshot