198,617 Commits over 4,140 Days - 2.00cph!
player update. 3p kayak anims updated
Added "Blend Detail" option to terrain layer to switch between "Terrain Height" (default) and "Surface Normal" detail sources
Merge Travelling Vendor -> Main
Fixed wheel colliders having a slight gap with the ground
initial skinned oni cloth setup for ghostsheet
small perf modifications to oni cloth and initial setup for global solver updater
Merge from qol_building_preview_lerp_snapping -> main
Added "Mask" blend type to terrain blend layer
Removed unused TerrainLayer.cginc
Fixed compile error when using terrain parallax variants
Merged Travelling Vendor -> Main
Merge Travelling Vendor -> Main
Cleanup and missing files
Travelling Vendor~
- Swapped steering over to PID controller
- Fixed wobbly wheels
- Added proper lerping to clientside wheel visuals
- Removed steering deadzone logic
- Changed wheel grip values so it can climb hills
added route to radhouselarge roof
collision and lods for radhouselarge. added radiator prop. added broken glass decal. added new roof.
storage_building_large LODs, Colliders pass, prefab setup
Adjust bike physics and steering, improve jitter and bounce. Not perfect but better. Fixed eye pos not taking up/down look into account.
merge from frontier_hatchet/furTrim branch
Fixed player deployed elevators not draining batteries (had no input set to main power slot)
Fixed shadow cascade blending gaps/artifacts when using low FOV camera
Switched Force Mount and Force Swap Seat icons to use the mount icon.
Disable self dismounting when handcuffed
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Subtract the other two merges from Bikes from today
Updated Vintage Desk, Bookshelf and Rectangle Table FBX's and Prefabs
moved turret bracket to correct position
adding obi cloth - still need to clean out samples and other fluff
4k cinematic textures and materials
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Subtract
99906 merge for now, bouncy motorbike bug
merge from hood_and_cuffs
merge from save252 - Staging wipe
merge from fix_oil_rig_top_placement
prisonerhood basic crafting pass
handcuffs no longer unlocked during tutorial
basic crafting pass
Updated the ClientServerFieldFinder to check for fields when in None compiler mode
Fixed all client/server/none field mismatches except for the travelling vendor fields
Should fix long monument imports when switching between compiler modes
Merge from tutorial_speakwith
Added debug.printMissionSpeakInfo to print out more info when the player is attempting to complete a mission objective where they have to speak to an NPC, trying to track down an elusive tutorial soft lock
Don't roll the eye cam with the bike, keep it level