113,184 Commits over 3,959 Days - 1.19cph!
merge from launch_site_lod_culling_fixes
Ensure collapsed renderers can still register with occlusion culling
Added client.clampScreenShake convar (defaults to on)
Adds a dampening pass to our dynamic screen shake, reducing the maximum amount of screen shake in intense situations while still maintaining some camera movement
Should only be noticeable when there are multiple forms of screen shake input occuring, single instances rarely get above the threshold
VM camera animations for M39, L96 and Bolt Rifle
Better socket deploy guide rotation
If a state is being entered via a transition with a duration, respect that duration when transitioning to the vm camera anim
Sidecar work, trying to get it feeling right to drive + other edits
Switch gameplay events to also use new bulk uploading api
merge from main -> analytics_server_profiling
Detailed collider setup for all bikes
World collider setup for all bikes
Can now pick up empty campfire water purifiers, both water containers must be empty
Entities that are deployed into slots (water purifiers, locks, etc) will now show an invalid deploy guide floating in front of the player instead of just showing nothing (the deploy guide was at 0,0,0)
Sidecar wheel visual position fixed
Re-apply CS
97577 (modify launch site scene)
Re-apply RendererLOD `minDistanceMultiplier` functionality to clamp minimum lod scaling
merge from main -> launch_site_lod_culling_fixes
Fix bulk analytics creating empty blob when uploading zero events
Fixed skinnable items sometimes getting out of sync with their intended skin when their renderer is collapsed (sometimes leading to null materials)
Run MaterialReplacement.Prepare as part of the collapse process, less workload during gameplay
Add logging of method call times via unity's profiler (ProfilerRecorder API)
Disabled by default
Fire bullet additive iteration
Upload bulk analytics points gzipped
Setup SwapAmmo IViewmodelComponent, turns on and off prefabs based on the currently loaded ammo type
Front blocker list now actually considered
Main patrons list swapped to dictionary
vm handcuffs - anims, added states, trigger & bools to animator,
Further optimisations
Pooling used for other lists
Now checks list of hits instead
Pooled list
InvokeRepeating on obstacle update
Imported Large Rubbish Skip Prop
Added Textures and Materials for Large Rubbsh Skip
Setup Large Rubbish Skip Prefabs, LODS and Colliders
Allow hot air balloons to transfer servers
Apply handcuffs to victim wip
merge from fix_scrapforsale
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merge from wiring_near_vehicles_fix
merge from water-fog-scatter-strength
Don't run base input when locked
master house interior progress
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