30,486 Commits over 3,836 Days - 0.33cph!
removed buzzing sound and smoke from light fixtures 'on' prefabs
Include terrain in BaseEntity.IsVisible
AI tweaks (LOS tweaks and AI behaviour tweaks).
Changed the way the crafting queue limit works (correctly handles half stacks in the queue etc)
Fixed mountable NRE when destroyed from moving into an invalid position
fixed underwater rock formation crate spawns
diving mask can be used with miner hat
fixed super bright white bubbles and plankton field when underwater
added missing phrases
updated diving tank icon
Fixed incorrect prefab references in the rock_dressing scene
Updated underwater rock formation prefab and scene
no throwing items while head is under water as they'd move at 1 foot/sec anyway
adjusted underwater view distances
dive site loot balance 1/2
compile fixes
additional divesites
divesites have a floating buoy marking their position
Underwater rock formation test
Added WaterCheck + WaterCheckGenerator
Added terrain margin meshes at the edge of the terrain mesh
Valid world bounds also check against terrain margin dimensions
Updated Hapis spawns to include divesites
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Don't strip child objects when tagged as "persist"
Fixed spinner wheel placement NRE (in editor?)
Fixed issue with vm rock idle popping
High external walls and gates decay much faster when placed outside of TC range
Combat log is delayed by 10 seconds (combatlogdelay convar)
BBQ volume tweaks to prevent clipping through walls
Eoka desc update
Diving suit typo fix
Phrases
block players inputting items into APC crate
added basic divesite
scuba gear spawns in tool crates
protocol++
Increased AO sample count to Medium
Fixed editor-only compile error
Update ambient occlusion effect to AO2/GTAO
Added detail layer to hoodie material
Added UV2 for detail layer to hoodie
Added knitted fabric detail textures
Turned shadows off for all viewmodel clothing
Added wetsuit viewmodel
Inflated all viewmodels to work over the default arms and fit together nicely (glove/jacket combinations)
Improved water shader and materials to replicate IOR closer to water
Added underwater reflection and proper IOR-based fresnel
Added control parameters for near wave normal and displacement scale
Fixed regression in caustics when underwater (needs proper water volume)
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Fixed client / server time offset being wrong when the client has been running longer than the server (regression from 26545)
Moved viewmodel clothing meshes from prefabs/arms to their respective clothing folders.
Added windx manager api to compute wind force at location
Fixed missing LOD0 on diving mask