116,394 Commits over 3,987 Days - 1.22cph!
added some off lights to balance lit one on buildings
merge from navmesh_spam_fix
Destroy stuck animals after failing to find valid navmesh 5 times in a row.
new textures for industrial light fixtures
updated meshes, added an extra LOD in the lod chain
updated related lighting prefabs
tweaked emissive in materials to relfect changes
Fixed normals missing entirely from rivers (and I think lakes)
Fixed diver torch animation transitions (set to 0 transition speed as the override changes immediately)
Refactored AddStartingFuel. And tell Tugboat to spawn without any fuel.
Use vehicle spawn points for tugboat instead of generic ones
- Added two spawners for tugboats to each of the two harbour monuments
- Made any static tugboats at existing harbour monuments look obviously sunk, i.e. non-operational
Weapon worldmodel LODGroup consistency pass. Applied to prefabs.
3p torch updates, override updates
Prevent Building volume for the Cargo Ship. Branched for now until we solve the breaking ladder placement.
Prevent Building volumes for the Tugboat, with the option to either allow everywhere except the bridge, or allow only the lower enclosed area
Tugboat control panels update
Tweaked door frames to match standard door
Added a custom tugboat door variant that matches standard door sizes
Tweaked tugboat cabin and added a driveable version of the mesh again
LODgroup consistency progress/backup
Worldmodel LOD consistency WIP
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Controlling colors from C# sorta works.... but not really
Fixed toolgun worldmodel materials all being in the wrong order
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Merge from shader-improvements
All weapon worldmodels into the testmap
Fixed python worldmodel LOD3 being offset
Merge from shader-improvements
Subtracted
83560 => merge from shader-improvements/merge
Fixed GetGroundInfo missing ocean hits
Fixed GetMaterialAt not supporting ocean hits
Fixed water footsteos spawning at terrain level instead of ocean level
Added NotEqual option to VertexLit Blended Custom and WaterDrop shaders
Merge from shader-improvements/merge
Fixed so instanced rendering will show for entities not in network range
Small refactor
Fixed shipping_container_skin material missing randomization tint map
Disable instanced rendering on concrete barricade & sandbag (they have skins)
Added ReflectionMask property to the "Environment Properties" asset to adjust the layers that are included in reflections
Added fluorescent sound buzz when enabled.
Flare color fix that got messed up in a Unity crash.
Merge from shader-improvements/merge