123,886 Commits over 4,079 Days - 1.27cph!
Attach dashboardStorageInstance to dashboardStoragePoint, not rocketStoragePoint
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Revert IPreventSticking interface for sticking stuff to the MLRS (satchel charges etc). Will see if we can do this with the existing bones system.
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Optimizations. Mesh transformation is now jobified. Fixed some command buffer usage bugs.
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Temporarily converted all arctic biome into tundra until the bug is fixed, so that splatting can continue.
Subtracted a couple of shader file changes because of bug.
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Skull rock skin can now be recycled (5 stone, same as the rock)
Some formatting, comments
Merge from firstpersonspectate
Allow all water vehicles to transfer to different servers through the ocean
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Added a debug option to the DofExposer script to toggle debug dof visualisation in edit mode
MLRS UI radius fix. Raycast spacing edit.
Fixed exceptions when exiting a demo while in first person
Increase raycast count on the downward arc of the MLRS hit calculation. Makes for more accurate alignment between the player-placed target hit point and the actual hit point.
Merge Main -> MLRSUpdates
Skull rock skin worldmodel LOD closer matches rock worldmodel
Fixed MLRS realigning bool not handling negative values on the server
Fixed missing sfx on skull rock skin viewmodel
Increase MLRS map base zoom from 0.33 (repeating of course) to 0.45
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Shrink the MLRS UI visual target by half the rocket damage radius to give a good indication of actual damage area (in reality it shrinks by the whole rocket damage radius, but the rockets themselves damage in a radius which can reach outside that area)
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MLRS rockets cluster less towards the centre of the potential hit area
Increase MLRS target area radius from 25m to 35m. Given rocket explosion radius of 15, this give an actual possible-hit-point increase from 10m to 20m.
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Give the card table pot storage a working loot panel reference as well, though it shouldn't matter as this storage is never accessed by players.