128,736 Commits over 4,201 Days - 1.28cph!
    
    
    
        
        
            
            
            
                
                Rpg7 viewmodel
- Reduced ironsight curve to re-frame ADS and take up same screen space in ADS as base RPG
- Includes base projectile update script with crosshair options
- Set crosshair to be visible when in ADS
                
                
                
                
             
         
        
        
            
            
            
                
                Updating paintball block out rig
                
                
                
                
             
         
        
            
            
            
                
                CullingVolume will no longer make a box collider if it already has a collider and that collider is marked as a trigger (allowing non box shapes to be used)
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed some awkward interactions with the underground layer controller and deep sea toggle
                
                
                
                
             
         
        
            
            
            
                
                Refactored fog of war into two separate sets of fog - mainland and deep sea
This solves the hardcore mode and deep sea not coexisting as they both tried to write into the same fog images
Re-enabled opening the map in hardcore/deep sea
Added new server.deepseafogofwar convar, defaults to true on all game modes
                
                
                
                
             
         
        
            
            
            
                
                merge from fix_portal_clamping -> naval_update
                
                
                
                
             
         
        
            
            
            
                
                Fixed deep sea fog not working on death screen correctly
Fixed fog not calculating while in deep sea until the player opens the map at least once
Possibly fixed fog revealing a couple of pixels on the other side of the world
                
                
                
                
             
         
        
            
            
            
                
                initial potentially better implementation of screen-space/contact shadows, doesn't work yet
                
                
                
                
             
         
        
            
            
            
                
                Handle FoliageSpawns recreating in deepsea
Don't stomp activeTerrains when recreating foliage buffers
Fix incorrect terrain size in tropical3 prefab
                
                
                
                
             
         
        
            
            
            
                
                Clamp position to the output portal when teleporting to and from the deep sea
- primarily fixes running enterdeepsea causing you to teleported to middle of deep sea because it didn't clamp the distance from portal
                
                
                
                
             
         
        
        
            
            
            
                
                System uses burst cloth instead of unity physics
Set up generic circle charm with burst cloth
                
                
                
                
             
         
        
        
        
            
            
            
                
                Baseline from hackweek prototype
                
                
                
                
             
         
        
        
        
            
            
            
                
                ▉█▍▇▅ ▊▄▋▅ ▉█▇▄ (██▍▇█▋▍ █▌▇▍ ▇▊ ▉▌█▌▊, ▍▍█▍▆▌ ▉▄▉ ▍▇▉▅ ▊ ▋▇▊█ █▅▊)
                
                
                
                
             
         
        
            
            
            
                
                merge from optimize_reduce_dynamic_occlusion -> main
                
                
                
                
             
         
        
            
            
            
                
                Remove the IsEntityDynamic() override in CookingWorkbenchBBQ because that is not the normal BBQ :(
- don't worry about normal bbq anyways, it was already static and seemed to work fine with occlusion
                
                
                
                
             
         
        
            
            
            
                
                ▌▋▋█▄▋▄▆ ▄ ▅▌▇▍▋ ▅▆ ▉▌▉▉▆▉▌ ▋█▌▌▆▍▊▇ ▉▇▆▌▍▇█▉█ ▄▌ █▅▌ ▌▆▉▉▆▄▉▋▅ ▊▇▍▍▍▆ ▍▋▇█ ▌▆ ▄▊▍▆ ▍▅▇▄██ ▅▋ ▌▊▉ ▆▋▋▉▋▌▅, ▊▉▍██▇▉▆█▄ ▆▊▌ ▊▉▆▆▍▆ ▊▋▆▅▆▄▆ ▊▊▄▊▌ ▅ █▌▄█▆▉▊▍▉ (▅▍▅█▆ ▌▍▋▉ █▉ █▆▇▇ ▇▋ ▇ ▅▊▌▆▌▅▅ ▅▍ ▉ ▅▍▋ ▇▆▅ ▊▆▍▋▌)
                
                
                
                
             
         
        
            
            
            
                
                Paintball Gun - updated blockout mesh after animation feedback
                
                
                
                
             
         
        
            
            
            
                
                Null check playable graph when setting animator controller
                
                
                
                
             
         
        
            
            
            
                
                merge from playable_fixes
                
                
                
                
             
         
        
            
            
            
                
                Add HideZeroWeightEdges toggle to playable graph tooling to make it easier to inspect bloated 100+ node graphs.
                
                
                
                
             
         
        
        
        
        
            
            
            
                
                scientist_boat_fixes_3 -> naval_update
                
                
                
                
             
         
        
            
            
            
                
                Drop rhib group spawn count from 12 to 7:
15 less scientist rhibs will spawn as a result.
                
                
                
                
             
         
        
        
        
            
            
            
                
                scientist_boat_fixes_3 -> naval_update
                
                
                
                
             
         
        
            
            
            
                
                Add support for different crosshair modes on projectile weapons. Always show, or only show under conditions:
- Standard
- ^ + when aiming
- ^ + when reloading
-  Always
                
                
                
                
             
         
        
            
            
            
                
                merge from buoyancy_deepunderwater_fix
                
                
                
                
             
         
        
            
            
            
                
                only handle deep underwater check outside of TerrainMeta bounds when not inside deepsea
                
                
                
                
             
         
        
            
            
            
                
                Fix playable graph IK issues
                
                
                
                
             
         
        
            
            
            
                
                scientist_boat_fixes_3 -> naval_update
                
                
                
                
             
         
        
            
            
            
                
                Retain group id between saves
                
                
                
                
             
         
        
        
            
            
            
                
                Allow crate to be saved. Prevent NRE by delaying loot fill a few seconds, this ensures the
                
                
                
                
             
         
        
            
            
            
                
                added physic impact sounds for the PT boat
                
                
                
                
             
         
        
            
            
            
                
                scientist_boat_fixes_3 -> naval_update
                
                
                
                
             
         
        
        
            
            
            
                
                Dont save the ghost ship hackable crate. Stops save nre
                
                
                
                
             
         
        
            
            
            
                
                merge from ai_vehicle_clipping_check_optim
                
                
                
                
             
         
        
            
            
            
                
                account for ClippingAiChecks another level up in BaseVehicle to avoid running an OverlapBox query in cases where we wouldn't run any mounted clipping checks anyway