128,695 Commits over 4,201 Days - 1.28cph!
added walkway A ambience files
tweaked sec tower LOD3 alpha cutout
enabled LightGroupAtTime on barges
distance tweaks to lift
killed shadows on sec tower spotlights
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heavy_helmet_overlay_fix -> main
Fix binoculars + the heavy helmet from rendering weird
security tower a lod3 baked now
setup flashlight refresh vm anims
Heavy plate helmet repose
Stray light fix.
Cleanup.
Fixed skin viewer having the pumpkin lighting enabled at all time...
menu_bootstrap_change -> main
Changed finalising to finalizing on bootstrap to better match the other north american spellings in the game
Moved ambient flies to prefab & improved them.
More work on floating walkway optimisation. Flipped normal map of plastics B
Adding v4 snowmobile shooting anims
Fix compile error in SocketMod_Anchor
Merge from floating_cities
First pass of distributing health back to blocks when converting a damaged boat to edit mode.
Adjust floating city mission provider transform on Casino Barge
Run S2P for floating city scenes
Timeshimmer off globally on plight.flares
building_planner_viewmodel -> main
Merge: from hide_getinternalarrayunsafe
- Replaces dangerous API with a safer, updates existing use cases
Tests: unit tests
Update: replace invalid usage of GetInternalArrayUnsafe
Tests: none, trivial change
Update: Hide List.GetInternalArrayUnsafe
- introduce ListAsReadOnlySpanOf to help deal with casting up (since we don't have ReadOnlySpan<T>.CastUp<U>)
- added simple unit tests
Tests: ran unit tests
Merge from naval_missions
Run S2P on a bunch of scenes due to updated NPC prefabs
Aniso angle improvements on the nets.
PFX pass.
Merge from naval_missions
Deep sea prefab variants missing from manifest entity list
Improve the carousel button behaviour in the full screen store page, now matches the web store
Blowpipe - added SFX anim events, set up override controller correctly
SAP - updated sfx anim event placement
Disable RendererBatch for any doors or windows added to boats.
Moved food market vendor further back. More geo reduction to floating walkway piece.
- Setup metal detector source spawn points for rest of the deep sea islands
- Remove NPC name from ConversationData and added to NPCTalking, prevents some NPC's from having names defined in different places
- Made placeholder floating city mission provider look not placeholder
- Improved how we retrieve conversation data node names
Add debug server command to send a convar to a client
Fix the log that prints when the client blocks such commands not including the full command string