127,157 Commits over 4,109 Days - 1.29cph!
Fixed RadiationOverlay never stopping its last sound
Added test radiation zone to CraggyIsland
Fixed barricade damage trigger effects
Collision pass
90 rotation on sockets spheres to match model
Removed SoundPlayer OnDisable hack (no longer needed, now handled by OnParentDestroying)
Fixed SoundVoiceLimiter keeping references to sounds that have already been pooled / retired
SoundVoiceLimiter removes sounds ordered by their remaining play time
Added three static ladders to ladder points in sphere tank dome, until we allow ladders in monuments
Fixed barricade lods referencing wrong materials in there
Made barricade placement on terrain a bit more forgiving
Added diagnostics to SpawnHandler report, fixed NRE
Retired sound player chance
increased file storage cleanup speed
Fixed white clothes at lower shader levels
updated the helicopter prefab to include LOD models
modified the deploy animations for various firearms so they transition to ironsight better
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added gun LODs to the helicopter prefab
Fixed lantern having a sound template clone stored in its prefab
Fixed lantern spawning in the switched on state
Fixed SoundManager.PlayOneshot not calling Sound.Init
Sounds that are set to ignore voice limiting don't block the voice limiting queue
Made grass a bit more grounded
Less twist on forest grass
Fixed supply signal instantiating its effect incorrectly (now uses effect library)
Fixed parent destruction handling of smoke signal and smoke cover effects (now fade out smoothly)
Fixed incorrect smoke signal sound setup (now uses SoundPlayer)
Jack O Lanterns, model/LODs/Prefabs and item defs
Fixed sound class having serialized properties in #if CLIENT
Adding the jack o lanterns to the misc loot table
Upping chest texture res slightly (too muddy)
New grenade explosion effect
Twig tier accurate collisions models
Fixes for nested deploy volumes
More accurate deploy volumes for triangle foundations, triangle floors and foundation steps
Merge from building_colliders_2
Enabled server side collider batching by default
new footstep impact effects for animals - snow/sand.
Fixed rivers not using new shader on standalone build
Fixed saving water materials in editor every time quality was changed
General water local reflection tweaks aimed at gap reduction
Metal ore decal/impact FX
Rock decal/impact FX
Fixed incorect foundation.steps.collision orientation (twig)
Wood accurate collision models
Stone tier accurate collisions models
Meta files
Sheet metal tier accurate collisions models
Fixed more damage trigger effect references