112,246 Commits over 3,928 Days - 1.19cph!
PlaceCliffs child placements use TerrainAnchorMode.MinimizeMovement
PlaceCliffs child placements check terrain height and normal
Fixed a warning regarding 'Colour Masks'
Added some missing files
Fix multiple compressed tags not being parsed correctly in client browser
blunderbus viewmodel animation edits
Fixed some issues with opacity masking
Changed cargo time to ensure the last crate can be looted should cargo egress whilst finished docking
Naming, moved things around, removed unused code
Added side by side trees using core/foliage and SpeedTree8Rust shaders
Speedtree with debugging info
blunder bus viewmodel animation idle pose edit
blunderbuss (needs renaming) materials and textures - before resize
More wire tool refactoring, the OnInput method mainly
sks 3p - all attachments now positioned correctly
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Updated shaders
fixed culling
masked trunk from transmission
Fix dodgy rigidbody linls
editing blunderbus viewmodel animations
Delete the sks item skin asset, prevents it from being crafted as a SAR skin
Update skin list
WIP sending a special death info to the player when they die due to sleeping in a safe zone
merge queue_tracking -> analytics_server_profiling
Track queue size, events processed & execution time per queue per frame
- bool to enable / disable it of course
Split ObjectWorkQueue out of ObjectWorkQueue<>
Rename some variables to uppercase
Hide the health bar of the entity the player is looking at while in ADS and the hide interact text while aiming option is set to true
Also optimised the health bar update method to remove an 80b/frame allocation and a 90b/frame allocation when looking at a building block (regardless of the ADS setting)
merge from main -> analytics_server_profling
Adjusted motorbike fuel use
Fixed pedal bike being invisible since the LOD model update. Just assigned LOD0 for now, keeping the rest the same
Use drastically less fuel/sec on human-powered bikes. Let's not starve to death from a two minute bike ride
Working human fuel functionality for the pedal bikes. Takes from the driver's food and water instead of low grade fuel in a tank
Send the cargo ship patrol path to the player, render it on the map
Blur method solution test
New human-powered fuel class + more refactoring
Updated wire materials, fixed the weird reflection on directional materials
Refactored colored IO lines prefab spawning
Better fix, roll the ladder root into the same entity flag toggle as the netting as we want to show them together
S2P harbor_1
Refactored fuel system to be passing into VehicleEngineController via an interface, so that we can do fuel powered or something-else powered vehicles (e.g. pedal bikes will be human powered)