132,869 Commits over 4,293 Days - 1.29cph!
boogieboard ejectorseat and raft idle updates
rigged wallpaper and intial setup. Need martyn to look at
Fixed buoy material reverting to green because of RendererLOD, switched to MPB too
set up steam items for scientist and heavy scientist plushies, fixed invisible world model and wrong collision on heavy scientist plushie, fixed missing world model outline on scientist plushie, fixed repair and pickup references on both
Moved boat shop vendor up in FC3 to fix leg clipping. Ran S2P.
Increased deep sea buoy flare LOD distance
Fix a couple of bugs with boat health after loading
Last deep sea wipe alarm now loops
Added detail normal wrinkles to paintable canvas mat, changed lodgroup to rendererlods on frameless canvas prefabs
Fix respawn position issue when boats are saved during dying
Increased deep sea exit portal map marker size
Portal buoy lights change depending on deep sea state
Merge from boat_inside_test
Set the new ramp colliders to wood material
merge from ScientistPlushie
merge from HeavyScientistPlushie
Fix foliage placement orientation on rotated islands
More accurate shootable collision on small ramp
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Merge from sprinkler_vis_refactor
SceneToPrefabTag can now be used on LOD components that are are part of a CuillingVolume to ensure they are part of the final generated HLOD mesh
Fixed an order of execution issue with CullingVolumes and LODMasterMesh when an entity with these components was spawned as part of map load (likely only an editor only issue), resulting in LODComponents getting toggled before they are initialised, which would cause the LOD to fall back to default bounds and consider itself small
Fixed a couple of curtain prefabs in the casino that were broken
The exterior curtain now appears in the HLOD mesh
S2P all floating cities
Add profiling marker to terrain render
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Reworked DeepSea buoys to adhere to Flavien's different states.
Made them long distance visible.
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Move development build logs into a convar instead (to give us more control of when we want to print)
Codegen
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merge from naval_update/deep_sea
Removed unused sprite added by error
- tweaked holster position
- tweaked lod group settings
- removed uneeded worldmodel prefab
- entity setup
- created correctly set up worldmodel prefab (current being used is set up to use batch rendering with meshes that exceed the limit to batch)
- set .item to use new worldmdodel prefab
merge from fix_puzzle_reset_underground -> main
Paintable Reactive Target - Initial folder structure, added model with LODs and textures
Removed prevent building volume from deep sea portals, not necessary
more prefab and setup updates, re-exported anims at origin, removed prefab offsets
Raise min height of airfield radiation puzzle
Shrink size of airfield puzzle reset from 35m -> 28m
S2P