112,056 Commits over 3,928 Days - 1.19cph!
Move the update markers and previous life refresh process to happen 1s after the player dies, while the map is fading in rather than the instant the player receives their death RPC
No real visual change but moves the heavy processing to after the player has visually died
More thorough profiler coverage over the life infographic section
Added attack and dry fire states to prevent admire motion carrying over
Remove the Scene2Prefab components on the bbq, small refinery, furnace, large furnace and campfire prefabs in the LootPanels scene
Changes made to these prefabs outside of this scene would be lost if we do a global S2P, sometimes leading to build breaking bugs
Set local scale to 1,1,1 on various wooden_crate props - used in lots of places and both child renderers were set to 0.99999994 scale on one axis, preventing collapsing.
Will need a global S2P to take effect everywhere
Fixed missing launch site HLOD generation
Sidecar bike setup, visual and physical, WIP
Auto run and toggle crouch will now hold their state when the player opens the chat
Reduce wheel radius slightly so that the wheel sits a small amount in the ground. Looks more realistic
More suspension work. Should look smooth and good on both bikes and snowmobiles now
Revert suspension fix, was worse than the original bug
Fixed 'prevExtension' bug
Fix some missing deploy guides
merge invoke_execution_time -> analytics_server_profiling
Fixed train tunnels not rendering properly on the map
merge from main -> analytics_server_profiling
Suspension fix, doesn't break snowmobile suspension anymore but still works for bikes
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Modified the launch site scene
- a few generators & the overhang on recycler building were overriding the RendererLOD state to 100m
Fix dockwall_stairs_600 missing a material causing the top to look transparent
Fix ticket booth windows going opaque past 60m
Fix pillar in front of triple boost building being culled past 75m
Set culling to 300m on tire stack, launch site grills in front of rocket building, walkways up the back, pickup truck
Fix green card room windows going opague <300m
Min 300m culling for all the pipeline prefabs used in launch, the crate cover & the planters
Add `minDistanceMultiplier` to RendererLOD to prevent mesh.quality scaling down LODs for low settings
- fixes windows becoming opague at low graphics settings
Apply min LOD scaling of 100% to all the prefabs with windows (airfield towers, launch site warehouses, launch site rocket building)
Fix windows of rocket puzzle building becoming opague past 60m
Fixed not seeing gaps in windows in launch site warehouse buildings past 100m
Fix not seeing gaps in airfield tower windows in launch site by increasing LOD1 from 40m -> 350m
Fix a bunch of prefabs inside launch site that cull at 100m - 200m -> 300m (network range)
Configurable sensor range
Clear any old slack levels when poolin a new a wire
latest blunderbus viewmodel anims export
Detect nearby explosive ammo hits
Optimised explosion detection
Shadow improvements.
Also fixed the related strobelight issue.
Added a fix for the flare regression, and made it behave better from the side.
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Merged main into io_seismic_sensor