123,886 Commits over 4,079 Days - 1.27cph!
Possible OnViewModeChanged NRE fix
Fix client compile for range limit checks
Fixed player model appearing distorted when switching to debug cam while first person spectating
Separate the MLRS rocket explosion and ground effect FX and fire them separately. Ground effect now plays at the hit point rather than directly below the main explosion.
Fixed camera position lerping when first person spectating a player in a vehicle (still some rotation lerping happening, but not as bad)
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SAR world model backface fix
No-aim areas in the MLRS UI (safe zones etc) now all have their diagonal filler lines at the same scale
Properly export normal map
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Fixed some textures being exported with wrong colours
Merge from media_projects
Added an option to dump materials of the selected gameobjects (Tools/Cinematic/Dump materials...)
Uses a new MaterialDumps folder in the assets folder
Dumps all textures as well so it can be used on a renderer using a downloaded skin
Fallback fonts for the MLRS font. Handle all languages
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Extended character set for MLRS UI
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Fix MLRS rocket backfire FX flashing on when entering LOD range
Take fuse time into account when showing rocket max distance (for instance HV rockets could fly 3,200m with an unlimited fuse, but actually explode after a maximum of 400m (10-second fuse))
Don't show max distance for MLRS rockets or torpedoes
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Merge from FirstPersonSpectate
Improved handling of disconnected/sleeping players
Move max range calculation to ServerProjectile. A couple of changes
Improved fishing rod vm while first person spectating
ExplosiveInformationPanel now calculates the true Max Distance to show the user, instead of a semi-fabricated one
Fixed instrument vm's when first person spectating
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Update TryFireProjectile comment now that I've tracked down the cause
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Fixed boom box and cassette recorder vm errors when first person spectating