194,186 Commits over 4,079 Days - 1.98cph!
Commiting changes adding desire trail nodes to power substation monument scenes, in case we want to make it work in the future - but it's probably not worth it for now
more manual merge progress
Added shore ice spawns to procmap
Reducing small rocks densities and it seems overkill in some areas
Tweaked train tracks metas
fixed heavy LOD popping at airfield helipad
rusty car wrecks only spawn on roadside topology part 2
enabled the snow cover on the snow small rocks material
Fixed looping gesture vm not getting end trigger
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Changing multiplier changes the payout UI on top of the slot machine
Show multiplier info in UI
Switch slot machine from Standing pose to "Stand Drive" - might fix the strange sitting mount pose that's being seen randomly
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Added curves and duration control to handle vm's moving on and off screen for gestures
Backporting new effects from HDRP - WIP
Add support for looping/endless gestures, applied to surrender
Reset view offset angles when dismounting a mountable, so that next time the player mounts something, their view angle is back at the default for that mountable instead of at their last viewpoint
Add ragdoll parenting to modular car flatbeds
Fixed dismounting the work cart sometimes causing a change in the player's view angle. TriggerParent now kicks out players who become mounted while parented, instead of only checking at initial mount time
Cliff basic tweak / cliff basic snow using particle layer
rusty car wrecks only spawn on roadside topology
Rebaked swamp hero trees impostors
Fixed backface culling for cliff shaders
Darkened dirt splat in arid biome to display desire trails better
remove workbench at junkyard
Dome jumping puzzle is easier on last step of the course, added dummy colliders to soften movement across most of the monument walkways
Hammer: Added "Sprinkle" tool from CS:GO (with an example sprinkle definition)
Created unique spawn populations for temperate forests
Hammer: Fixed carving brushes with decals/overlays on them creating "Tell a programmer" windows.
fixed pumjack position in WTP
Finishing lighthouse lighting and animation work
Set all new ground foliage to spawn on correct topologies / this should fix grass not spawning properly in monuments
Tweaked filter cutoff settings for tundra and temperate to improve spawning near splat transitions
wip merge from main including manual merge of AIInformationZone and BaseAIBrain
matching main ore population proportions
Cliffs rely on another combination of topology to block rather than decor as that led to missing detail around them. Swamps and swamp trees now require additional conditions to spawn as they share the topology, so updated swamps and bandit camp topos
separate navigator update from brain think timing
Cliffs rely on decor topology to block each other as other topologies had a negative impact on ore spawns
merge from main/teleport2death
merge from io_switch_typos
Reduced cloth harvest yield from NPC corpses