129,085 Commits over 4,232 Days - 1.27cph!
properly destroying leaked deepsea shorevector / coarseheight / waterheight textures when re-generating
handle uninitialized heightmap properly for shorevector gen (happens with scene camera in some cases)
Fixed RPG store page using the wrong atlas
HeavyPlatePants repose/lods
HeavyPlateJacket repose/lods
small engine fuel always accessible from pie menu, proxy func changes the order if you're looking at the fuel access collider to prioritize it
merge from engine_improved_fuel_access
More optimisation and geo reduction to floating walkway kit pieces (ongoing WIP)
halved shore vector generation time in editor with batched water depth queries (250ms off the time to get into playmode)
- we should jobify the DistanceField stuff as well, but this is a quicker win
merge from floating cities
Fixed mission giver NPC position in FC3 and 4
S2P all FCs
fixed paddling pool static and its water plane not culling
adjustments to culling distances of following static entities art: boombox, blackjack table, bandit sentry (also uses single drawcall AK47 now instead of 4 mats world model), recycler, slot machine, spinner big wheel, playing card tables
ridiculous spinner wheel dropbox drawing distances fixed
arcade machine static, bunch of optims
Merging main to main/fpbuild_jenkins
Updating flare rig joints
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FC barge 3600/4200 shadow proxies
disabled shadow casting on some outliers from floating walkways set prefabs
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Merge from main_merge_31_oct_try_again
Delete duplicate DDrawCommand file
CopyPaste updates
Reapply junkpile water changes
Fixed wonky 3P chainsaw orientation.
Merge from foliage_instancing
Merge from (parent) naval_update.
Added lighting to the 4 variants with bespoke tweaks.
Spotlight.on.cool flare tweak.
Merge from main (attempt 2, same as last time but kept destination changes on copypaste)
Merge from main (deeply cursed merge)
Manual changes in:
GameManifest-Generate.cs
CopyPaste.cs
BaseNetworkable.cs
BaseEntity.server.cs - could not merge at all, ran text merge
GeneralEditorPrefProvider.cs - could not merge at all, ran text merge
GameUI.Hud.Map.prefab - kept source changes, will need to redo naval map changes
JunkpileWater.cs - complete nightmare, kept source changes and will redo naval changes
Override the lerp, not the position
Add rotateAroundMuzzlePoint slider to ViewmodelSway component
Add a overrideSwayOriginPoint field, can be used to modify the other side of the sway lerp (overrideSwayOriginPoint -> muzzlePoint with rotateAroundMuzzlePoint lerp value)
Removed swimScale and swimSpeed from riflebullet and snowballgunbullet Projectiles as it was contributing to trajectory mismatch projectile invalids
material color tweak to better track the unoptimised original look
First WIP prototype for component displaying box skins
fixed interior props cull group being disabled (was temporary)
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