115,982 Commits over 3,959 Days - 1.22cph!
Merge /main/media_projects/vcam-fixes/
Merge from /main/water-camera-fixes
IsUnderwater now computed at OnPreRender stage after LateUpdate
Terrain>mesh converter into 3rd party
Terrain refining
Fixed some rock_formation_small_x not having shore wetness
3p rifle aim pose, lr300 override updates
exported 3p rifle jogging set of anims
merge from main -> backpacks
Tiny fix for compile error in "Core/Generic" shader
Cherrypicked bypass procedural spawn.
3p rifle stance mask updates
lr300 - weapon prefab and override controller updates
holster position updates for a few rifles
Add bypass procedural spawn checkbox
Align player clientside forward to serverside forward on spawn.
merge from gnb_distance_convar_save
merge from building_skins_4
Alternate concrete_generic_ao material to keep visual compatiblity with older tunnel segments
Single rack deploy guide meshes
Removed lettering from Small/Large trophy nameplates
Added the ability to clear a trophy, resetting it to it's original state
Show a name tag on trophies
Signals seems to be managing to find each other in all situations now, while ignoring each other if facing the wrong way.
Merge Main -> Experimental
Fixed corrupted 2module_flatbed prefab
Workbench description update
Server warnings to explain what's happening if the player ends the tutorial while god mode is active
Fixed bugs with signals getting the next signal
Fixed distAlongSpline bug
Signal learns its block size
First pass on a way to bake foliage into a scene at edit time
Uses new FoliageBaker component, use Bake and Clear buttons in editor to wipe the foliage and regenerate it
Created new foliage.v3_tutorial foliage spawn config with the appropriate components added, still has all of the foliage on the foliage.v3 object
Signal can find the next signal and pass the info back
Accept stopAtSignal parameter
Added truck model blockout for a preview
Some more track spline code cleanup