134,654 Commits over 4,324 Days - 1.30cph!
Tweaked deep sea timer color, easier to read
tweaked names on some frames so they display correct size (large, extra extra large)
apartment large and medium greybox
Fixed deep sea buoys always having orange lights enabled on top of green or red
Fix pt boat turrets bricking themselves when leaving and coming back into network range
merge from artist_pack_dlc
fixed layering on smoke grenade causing weird behaviour on ghost ships, ragdoll -> physics projectile to match other grenades
- Added the Vertex Normal Debugger tool
- Added a new toggle to the Standard shader for Non-uniformly scaled vertex normals. This is enabled by default as that was the existing behaviour. This can be disabled if you don't what the non-uniform scale to affect the vertex normals.
Small beaufort reflection tweaks for deep sea.
apartment complex monument initial setup for scene, terrain, prefab and hierarchy
setup 3p paintabll gun anims/added anims to holdtype override controller. added spine offset ,edited backpack holster position on entity
easel deployment clean up, removed extra sockets, less restrictive volumes, removed comfort volume
LNY horse armor is a skin of the road sign horse armor
Cleanup folders
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Updated scale and proportions of rental shop kiosk F (blockout)
Resolved various slightly clipping and floating crate / barrel spawns across all ghost ship variants
merge form artist_pack_dlc
paintball overall base craft pass (likely disable face overing later)
No longer needs a WB level 4?!
now craftable
Deep sea islands and ghost ships use Fill instead of Spawn when triggering their spawn groups
Ensures the max pop is reached when the deep sea opens
Update paintball ammo UI sounds and fix description localization key
paintball ammo craft pass
enabled serverside collider on crypt skin bottom line conditionals
applied more concistency on collisions for roof bottom line conditionals
merge from rugs_monument_fix
Fixed pool leak in GunTrap::FireBullet
Fixed rugs and bear rugs deployable in monuments using the default layer (after 141696)
less ambient occlusion after all
disabled batching on roof decal meshes as it fucks the rendering of decals up
fixed smoothness of softside stone wall being empty
polish on atlas textures with AO pass reinforced where skulls are
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Added a UI display if redo shot has been bound
Fixed debug camera resetting to wrong position when a shot is redone
Add demo.redoCurrentShot convar, can be bound
Fixed missing terrain collider on tropical island 1
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