111,855 Commits over 3,928 Days - 1.19cph!
Fix unity hook not working by moving it from GameSetup -> Bootstrap
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Full revamp of Scrap Transport Heli damage FX, with different damage levels better represented in the instrument panel.
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Made scrap transport lighting not be so performance heavy.
Scrap transport instrument panel lighting tweaks. More gauge focused.
Rotor wash final distance and visual iteration.
Revamped CH47 lighting.
CH47 interior lighting no longer performance hogs everybody within network range.
FlaslightFlare_HDRSphere material fix. (Seemed to not render anymore.)
Small RotorWash variant.
Updated ground effects on all remaining helis.
Include "reserved" in serverinfo to see how many reserved slots are active
Add `print_reserved_slots` to see how much time each reserved slot has left
- underwater particle effect systems
- maintaining neutral buoyancy and stability forces when body is not sleeping
removed unecessary gc alloc in construction socket tests
player update. setup chainsaw 3p anim set
Broken vendor travel
Hardcoded turning radius
material improvements for storage warehouse
vendor truck wip model and basic materials
Added test fur trim setup to viewmodel
cherrypicking fishing_village_vendor_loadfix
Also include the screen border effect when in debug camera
Minor cleanup
Show the demo UI whilst recording when in debug camera
Added a popup warning the user if they're about to overwrite a demo with the same name
player update. edited lr300 3p anims to match the view model
storage building large progress
Invisible vending machine now checks for reserved6 flag on load. Should fix broken fishing village vendors without a server map wipe
Made a kill entity trigger. Should swap over cargo/bradley/vendor for performance
Updated Selection History editor tool
update client dash on load
shark not assuming non-vehicle mountables in water are inflatables
- properly using water level for driving the physics
- added protobuf definition
- fuel display
- simple audio
- changed mount pose
sb toolcupboard progress
initial prefab, textures and materials
merge from fishing_changes_june_24
merge from fix_barricades_train_tunnels
merge from sprint_seed_fill
Added mesh cull components on light leak fix shadow proxies at Ferry Terminal
Added a global S2P mode that updates all HLOD (Tools/Scene2Prefab/Update All Force HLOD)
Global S2P with full HLOD update
Also included the new lighting files unity seems to want to produce for scenes
Removed UI.Dialog.EnterLockCode scene (just use the prefab)
Increase DPV max mount distance to account for the very silly mount position (required due to mount pose)
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Relaxed bounds check when flood filling seeds (putting on a branch as it's slightly too risky for a hotfix)
Resolves case where standing too far away from the planter would result in the player only being able to flood fill a selection of the empty slots
Changed colour of deploy volume gizmo to purple so it's not the same as the colour for entity bounds
Fixed a case where holding shift and placing seeds after looking at a planter would throw client side building errors
Fixed a case where seed flood fill would show incorreect guides when looking at planter behind a building block