116,335 Commits over 3,987 Days - 1.22cph!
Merge from media_projects/2023_06
Added global.overrideOceanEnvironmentLerp admin command to allow finer control over ocean depth environment effects (light dimming, fog, etc)
-1 = Normal gameplay
0 = Bottom of the ocean
1 = Surface conditions
Updated view model renderers again
Fixed rain rendering underwater.
Exposed a new set of cinematic underwater parameters, underwater effects will use the params when underwater_cinematic is set to 1 (setup is almost identical to the admin mode but with the water line rendering properly)
Fixed conveyor screen not showing item transfers if the item is being stacked in the output container
Media base from ferryterminal_media
Got it "working" again
Job system runs on main thread til we figure out NativeList
Fix building blocks & prefabs not registering
Warmup prefabs in the editor manually based on network updates
Don't show diving suit helmet mesh when in first person with arms mode, fixes helmet mesh appearing when driving vehicles
Had to just disable the head mesh due to skinning differences compared to the original hazmat
merge from modding_prefabs
merge from egg_suit_lod_fix
merge from nvg_canvas_scale_fix
split off wheels on abyss suit tank#1, animated them, animated scrolling uv2 on the flywheel belt, added bone retarge and object motion vector fix scripts to make it all work
Rewrote the code that determines what conditional model(s) to show based on grade, skin & modelState
Fixed prefabs that are no longer SingletonComponents
Clean up `InstancedMeshConverter` and register `InstancedPrefabConfig` out of `PrefabPreProcess` as well
Implemented skeleton of a job based frustum culling & lod culling system
Properly extract building grades & conditional models via PrefabPreProcess into code based configs
abyss helmet version 2, textures, material, added to prefab with randomiser script set up. needs a bit more work on the skinning
tugboat sounds (WIP but mostly there)
Fixed ServerProjectile NRE when hitting water
Update all building block prefabs with InstancedMeshFilter
Fixed subsurface falloff gradiation between beaufort states
Water & beaufort parameters. (Waves unchanged)
Fixed WaterLevel ignoring water volumes and reverted fishing pole and water sockets to use WaterLevel
Tool to auto convert all building blocks with one button click (and 30 minutes of waiting as unity saves them one by one)
Projectile fixes (things I broke in 83834)
Update editor tool to convert prefabs to InstancedMeshFilter
Tugboat control panel LODs and sonar emissive
Beginning of massive refactor to support all entities & all types of world prefabs
Ocean refraction tweaks +caustics adjustments to match.
Slight caustics speed/depth/scale/brightness tweaks, because they were barely noticable.