130,525 Commits over 4,232 Days - 1.29cph!
Adding new sitting animations for v4 update
Added skin viewer in the RPG store page
Fixing spinner light fixtures that got broken by shader modifications, part 1
Fixing offset in cake candle hat rig
birthday hat wearable prefab setup
Disable leg animator to stop hand IKs going crazy
Fix broken animations on players/NPCs when taken from a pool.
Added more ladders in the spots (FC1/FC2) suggested by QA
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Correctly estimate the right prediction time (wasn't taking timeline difference into consideration)
Updated material Tactical Gloves
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Enable arms on both turret seats
fix dictionary duplicate entry
Adding birthday cake hat rig
Merge: from server_occlusion_poppin
- Reduce player poppin by making occlusion grid generation more conservative
- Bumped occlusion version, will cause regeneration on next server boot
Tests: visualized in editor, ran previously failed queries
Fixed more issues with shadow biases in the RRP shaders
Update: ServerOcclusion - only block occlusion cell if it's fully under terrain
- bumped occlusion file version
Previously we considered it was blocked if one of sample points was in terrain. This allows more occlusion queries to pass, which should reduce poppin.
Tests: visualized new grid, ran previously failing query - they now pass
PlayerBoat uses HasDriver to check AnyMounted, corrects flipped behaviour not running
merge from anchored_boat_mass
increase boat mass to arbitrarily high value when anchored, won't be pushed arround much but maintains buoyancy behaviour as it's acceleration based
fix display scaling and random rotation, assign a bunch of item category overrides
footer buttons on sorting
Final optimisation on floating walkway pieces
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fixed static tarp materials having wind enabled
material simplifications on temperate_portacabin_building_300_600
- Fix deep sea map marker jitter
- Clicking a mission in map view now centers on the deep sea marker if next objective is in the deep sea
farm kiosk adjusted proxy for less shadow acne
fixed floating light posts in FC3 +S2P
fixed materials being inconcistent on Ocean Buoy Static, creating popping when LODing
shadow proxy mesh for smallOceanWreckBuoy
converted dilapidated elevator to use point lights with cookies instead of a shadow casting spotlight. Being in the middle of the casino it cannot be afforded, shadow cost too high with the light range it needed too look good.
made ProceduralMapEmpty more empty
Fixed checkout result page cover images using texture instead of sprite, causing atlassing issues
merge from deepsea_terraintexturing_leak
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