116,364 Commits over 3,987 Days - 1.22cph!
Fixed spray can free paint decals
show correct skin on placement ghost model
merge from weapon racks main
Setup glock again after merge conflict
merge from main wip, keeps crashing Plastic if I do it all at once
Backups + directory change
Cherry-pick client compile fix
Merge PhysicsLayerRevamp -> save239
Fixed boat client compile bug
Merge PhysicsLayerRevamp -> Main
Fixed broken (bad merge) glock worldmodel prefab
Don't show Tugboat health info if driver is mounted
Fixed floating barge pieces at harbor_2
Fixed NVG goggle visible aperture scaling with UI scale
Merge from ferry_terminal
Opacity adjustment for floating text
Removed E for Exit indicator
Tugboat UI fully functional
Basic tugboat monitor UI, static for the moment
Added sonar to tugboat, but only detects subs up to 3m below the tugboat
More cine diversuit stuff - directory, materials and prefab updates
Shelves 6648 + 6653 (cine diver setups from taylor)
Disable global rendering on barricade prefabs
Add "global_rendering" convar to disable renderers using the lowest LOD
Fix instanced rendering outside of network range defaulting to the highest LOD instead of lowest LOD
Cherry picked
83782,
83793 => Fixes for cloth fuzz and parallax mapping
Additional fix for bug fuzz and parallax
Hooked up the new forward throttle effect on Rowboat as well
Made RHIB a little better at turning
Iterated on underwater.prefab. (Bubbles & plankton still using bugged shader mask test)
Set up the new RHIB forward travel splash effect
Adjusted tugboat front position
Added support for forward travel FX to add MotorRowboat subclasses, instead of just Tugboat. RHIB is going to have a forward travel effect as well.
Moved Tugboat visual components to the World layer. Apparently this will make cubemaps work correctly
Tugboat LODs
Tugboat door LODs
Fixed bug breaking cloth fuzz and parallax mapping
color tweaks/brightness tweaks