199,488 Commits over 4,140 Days - 2.01cph!
Added AmbientLightLOD on a few prefabs, updated excavator, s2p excavator.
Fix for VolumetricLightBeam not getting turned off by LOD when it's a child of LightGroupAtTime
Enabled global billboards only on very large bushes that should be seen from further away
Disabled global billboard on bushes
Converted all bushes from rendererLOD to treeLOD
Set tree billboards to never cull
Greatly reduced the density of small arctic rock formations because they were preventing trees and bushes from spawning properly
Reduced the density of tree populations to be around the same number as on main (roughly 25k) / bush populations remain mostly unchanged because they need more testing
Properly grabbing and transferring all relevant buffers now.
Added globalBillboard toggle to BushEntity
Better TreeManager (msg me when it comes to unfucking this upcoming merge conflict with HDRP backport, or just subtract this changeset)
StagAd placeholder prefab with the new AI setup on
scene 2 prefab all - prefabs only
All bushes are now BushEntity instead of TreeEntity
Separate BushEntity (much more minimal than TreeEntity)
Optimizing Distance flares culling distances
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Tundra variants of overgrowth grasses
Hammer: Updated CMapOverlay to CS:GO's version - fixes most copying issues - different normals implementation
RustNative update (All biomes now have a unique heightmap noise type for better biome transitions / looks)
scene 2 prefab all - prefabs only
Initialize SENTs clientside just before OnEntityCreated if we have the entity class to initialize.
BaseNavigator now correctly sets turn & max speed at init
merge from trees_bushes_spawn_settings
Added animal Chase state.
Fixed chase speeds.
Updated animal AI design file.
Repainted LS splats
Most monuments now dont export grass splat to give way to snow or sand in respective biomes
Removed forest toplogy from bandit town, and reduced swamp topology surface
Added default values to the Super DOF UI sliders (Middle mouse click resets to default)
Set slider of DProperty_Float to use darker color scheme for contrast with the bright background
Fixed DNumSlider.SetDark not updating the text area text color sometimes
Harbors are no longer allowed to spawn on offshore islands (only on the main island)
Merge from tree_bushes_spawn_settings
Tree entity updates (collider and layer)
Added CullBushes toggle to BuildingBlock (enabled on square and triangle foundations)
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Caves terrain alpha map polish, draw distance overrides for a few surface visible tunnel segments to avoid seeing under terrain
Merge CardGames->Main. Protocol++. Adds:
- Only the winner(s) in a showdown is now forced to show their hand. Others players can choose to show.
- Local player can still see what cards they had in the left-side UI after folding.
- Winner's hand is now shown in the central UI alert.
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If players get some scrap back (due to varied all-in amounts), show them as neutral in the UI instead of red