127,163 Commits over 4,109 Days - 1.29cph!
[D11] Fix foliage threading issue
[D11] Fix foliage threading issue
Trucks additional LODs pass
Disabled status effects in god mode
Disabled food and hydration depletion in god mode
Disabled radiation poisoning in god mode
Added refillvitals console commands (fills health, calories and hydration)
Added heal console command (same as calling hurt with negative values)
Added FixedParticleSimulationSpace tag (specify on particle systems that should not switch to local / world simulation space depending on where they spawn)
Merge from "Broadcast component caching"
[D11] [Optimisation] Fixes foliage stalls
First pass on new fade in animations
separated cowbell models
fixed guitar normals
More descriptive tooltips (used the text from the old screen)
Show different icons for sleeping bags/beds
Fixed respawnType field in respawn options protobuf never being assigned
Exposed instrument keybinds in settings
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Exception fixes
Exposed a default note to play on Primary and Secondary Fire
Can now create an arbitrary number of IK positions for an instrument
Added an IK target property drawer to help assign targets
Added context menu options to add left and right hand IK points
Added support for right foot IK control (for drumkit)
Split StandardVehicleModule into three, with .Client/.Server separate
Left and Right Hand props can now be used if IK is disabled on the InstrumentKeyController (for cowbell hand setup)
Ignore stop note RPC on controlling player
horse ragdoll breed fixes
horse armor appears on ragdolls
can loot horse ragdolls
▆▍▋▊█ ▅▇▋▆▅▌▉ ▅▉▉▇▍ ▊▋▌ ▆▊▄▍ ▉▊▄ ▌▊▅▍ "▅▉█-▌▇█▉▌▋▊▋▄-▌▊▆█" ▉▇▆█ ▄▆▍ ▌▉▍▋▅▌▅▉ ▅▄▅▋ ▄▊▋▆▍▇▌▍▅ █▊▅▇▆ ▆█▉▇.
[RAD] + Added in the vertex shaders and material (Check the Wiki when its time to update to HDRP)
fixed dropped horse armor NRE
Changed temporary shadergraph ocean shader to Transparent (proper one won't be Opaque either)
Fixed water depth mask shader; now properly occludes water (fix for pink rowboat)
Assigned coverage queries compute shader in Main Camera prefab
Nixed the point light from antenae_a.prefab
Removed deprecated scripts & mats from lightpost_a & _b
Harbor scene prep.
Finished Airfield & S2P
Cave bioluminescent fungus conversions.
[D11] + Removed masss amount of objects from both Compound and Launch Site + Unique FBX finder code
Switched coverage queries to compute (should fix SetRenderTarget errors)
Cleaned old obsolete lighting out of the cave prefabs.
[D11] remove some old tod components
[D11] Fixes foliage gen stalls.
Merge with main
Crossvoice fixes
old guitar textures tweak
[D11] fix for the "UpdateAll must be called first" error spam
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Decal Fixes script (we might have to make this run on all scenes too)
Trace emission
Metal decal fixes
[D11] synchronize some settings from the Facepunch HDRP branch to bring the sun/sky etc more in line.
[D11] Increased collider size of collectibles slightly.
Force more interpolation delay for ridable horses to reduce extrapolation
Removed PhysicsDriven since it's really always wrong for load balanced entities like the horse (override GetNetworkTime instead)
Can now drop the selected/active item by pressing B. Added dropitem keybind (b)
Truck trailer additional LODs pass