198,689 Commits over 4,140 Days - 2.00cph!
Fixed tugboat gibs floating in slow motion (see new UsePerGibWaterCheck option on Gibbable component)
Shrink colliders to fit on tugboat gibs, still has some erratic behaviour but is a bit less extreme
Use an index based lookup for preloaded cassette audio instead of using StringPool, simpler and solves StringPool warnings when calling an answering machine
Added tugboat gibs, although gib behaviour is currently insane
Matched sonar blip colour to sonar sweep colour
Merge Tugboat -> save239. Had to stomp
84010 and
84019 temporarily - will restore them in a moment.
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Limit networking of m_iGModPlayerFlags to useful bits
Added func_friction to the FGD
Minor change to net.lua
Fixup toggle_duck in multiplayer
Increase networked bits for player flags so HasGodMode is networked
Entity:SetFriction affects players
Also default to 1 on client. Also increase network bitcount to avoid prediction errors.
Wrote again to have single array to make job system happy
Input: large unsorted NativeArray of every meshes
Cull and sort them in the job system
Render each mesh from a large compute buffer of the output
Not rendering in exactly the right place but need to checkpoint
Replace BurstCloth components with BurstClothHitboxCollision so things handle parenting etc better
Update BurstClothHitboxCollision to work with entities other than players
Fixed previous udnerwater "fog" fix not applying for submarine windows
Fixed underwater view distance adjustments via WaterOverlay not doing anything
Fixed Tugboat caustics projecting into nothing, not being set up for its size.
Added colliders and updated the LODs for the oiljack
Water droplet material is underwater masked.
Added water masking to Glass/GlassTransparent shader
Replace all materials not just first
brick skin texture polish
Fix for submarine windows missing underwater effect
Fix some issues with skins when using placement models.
Skin an item once not a bunch of times.
Zebra crossing and water tank
Fixed NREs on concrete hatchet and pickaxe viewmodels
Fixed tugboat radar flickering
Merge from media_projects/2023_06
tweaked wood door to match other doors bounds vertically
re-exported single wood door textures for higher quality
Water drink prompt tweaks
Fixed snowing underwater.
Fixed shoreline wave normals never being applied to ocean (should only be applied on highest quality)
Fixed fallback normals not being applied to lakes / swamps
custom shadow proxies for brick wall meshes
Fixed moonpool water issues
Cherrypick fix Beaufort 5 being too vibrant, and other water color tweaks.
Underwater fog slightly darker.
Nudged water SSS down a little.
Fixed beaufort level 5 water accidentally being brighter than the others.
changed surface type of brick skin from stone to rock because apparently stone surface type sounds like grass. @Sound
merge from save239 - Staging wipe
terrain heightmap regression (add to heightmap scripts)
Cherry picked
83990 => Fixed minicopter fuel gauge shader much more opaque now
Fixed shading on transparent materials
disabled burst cloth on vm diver ak
Fixed being unable to place wooden ladder on cargo ship