116,442 Commits over 3,987 Days - 1.22cph!
Fixed deferred decal lighting
diver ak - initial viewmodel renderer material setup, moved drip fx to ak folder
diver hatchet - item update, sounds set up & screen fx
Merge from /main/ferry_terminal
Free paintable texture when the paintable object is destroyed instead of letting Unity do it later
Fix painted texture disappearing way too close on the female variant of the egg suit
diver ak
- renamed files and prefabs
- organised files to be all in one folder
- item name updated
- worldmodel prefab setup
- got sounds working
Fixed reflection probe in edit mode; now stable and follows scene camera or main camera depending on viewport focus
NRE fix when no terrain exists
exported edited divers torch admire anim
updated diver assault rifle cinematic material with correct textures
Fixed river water level being ignored by almost everything
Fixed water mesh not culling inside caves
New tugboat deck material
decals detail pass
some terrain gaps fixes
Integrated the spotlight in front of the building into the pavement
Lighting prefab updated
Adding the new cobalt posters
merge from PhysicsLayerRevamp
Merge from media_projects/ferryterminal_media
Water hits are now handled right in GamePhysics.Trace / TraceAll since the previous way of doing it did not correctly sort water hits and physics hits (could return water hit even though physics hit was in front of it)
Fixed drinking dialog weirdness
Fixed AddToWater only adding 1/4 of the ocean to the water map
Added normal to WaterSystem.Trace (currently always returns Vector3.up)
Fixed a whole lot of not-editor-only stuff that needed to be editor-only
weaponrack_tall deploy/socket tweaks
Put #if EDITOR around SimpleBonesRightClick, same as the main SimpleBones class has (who is writing these plugins?)
Removed the custom assembly that the Rokoko plugin was using. This was causing Unity to treat the contents of the Editor folder as not Editor-only content.
#if CLIENT flags around ViewModelRendererUpdate code
Updated deploy/sockets for weaponrack_wide
Updated placement guide mesh for weaponrack_wide
HLOD update
Basic dressing for office floor of terminal building (inaccessible)
Remove duplicated drop mag event
Fixed hide events not specifying full transform path
Added new meshes to LOD group
Fixed incorrect effect folder path
Merge from media_projects/ferryterminal_media