116,364 Commits over 3,987 Days - 1.22cph!
updated terrain heightmap and made road topo and blendmap a bit farther
updated materials for decals
Add InstancedRenderScheduler & InstancedEntityScheduler prefabs to bundles/prefabs/world so they always spawn
Diver pickaxe chain mat tweaks
Cherry picked
83772 => Fixed some shaders not receiving deferred decals
Cherry picked
83772 => Fixed some shaders not receiving deferred decals
Fixed some shaders not receiving deferred decals
Update FP.BurstCloth to latest, tweak cloth mats
Fixed projectile water penetration on ocean
tweaked vertex colors - terminal building
brick skin steel beam redo, remapping all building blocks involved for higher texel ratio
Merge PhysicsLayerRevamp -> save239
merge from ferry_terminal
Merge PhysicsLayerRevamp -> Aux2
Merge PhysicsLayerRevamp -> Main
prepared all diver ak prefabs
fixing blocker in trailer
Moved dropped items back to the Debris layer. Fixed "dropped" items that are stuck in ragdolls (e.g. arrows) causing ragdolls to fly away.
Merge from water5_final/shader-merge
Changeset merge from shader-improvements
added tanks variants 2 and 3 to diver hazmat prefab
Fixed FoliageGridBatch bounds calculation being incorrect (causing large foliage to pop in and out of view)
merge from ferry_terminal
Merge Tugboat -> Main. Adds driveable tugboats that spawn at harbour monuments.
Ik hands for tugboat, and visible arms when driving
Merge RHIB_IK -> Tugboat, so I can use some of the same system for the tugboat driver
Use a different, simpler system for tugboat wheel rotation
Tugboat steering wheel turns
Implemented rope climb animation
Enabled on all rope climb prefabs
Disabled the new "Forward" particle effect on RHIB until we have all changes merged (see Asana)
Merge from ferry_terminal
Merge from ferryterminal_media