124,048 Commits over 4,171 Days - 1.24cph!
reverted some overrides to the ghost ship art prefab as they were fixed on the source/nested prefabs
Merge from Hackweek_Spike_Trap
reapplying:
Wooden barricade cover stack size 5 -> 3
Wooden barricade cover HP 120 -> 80
thumb_up
58
thumb_down
61
removed recycle script on fish piles particle
set long distance LODs on ghost ship to not cull
merge from commandblock_save_lastplayer
merge from dropbox_wall_loot
merge from fix_bradley_apc_debris
merge from fix_sleeping_wetness
merge from fix_weapon_rearm_noclip
merge from qol_hardcore_convars
merge from buildingprivlidge
merge from bradleyapc_allocs
merge from ch47_favouritism
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Codegen + fix compile error
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merge from admin_logging -> main
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Static versions of deployable prefabs added and replaced in scene. LOD3 of food market shell rebaked. Aircon with no bottom fixed.
merge from physics_bounds_commands
server commands to set and get physics world bounds for profiling purposes
Completely hide shadow-proxy states affected by agressiveShadowLOD to improve performance
Completely hide shadow-proxy states affected by agressiveShadowLOD to improve performance
Update: augment serverocclusiondebug command to draw the path of occlusion query
Written as throw-away code, will clean-up later
Tests: used the command to debug, works with disabled ddraw instancing, but the data it displays looks wrong - investigating
LODs, prefab, collision for food barge checkout counter
Supplies barge store LODs and collision. Enabled GPU instancing on some mats.
Neutralized the tint on the sand footprints.
merge from batteringram_impacteffect_fix