111,701 Commits over 3,928 Days - 1.18cph!
Fixed sidecar material damage settings
Don't show sprint UI in demos
Commit upgraded prefabs onto subbranch so code can be merged seperate from prefabs
Try catch the actual conversion, throw an error and continue converting the rest of prefabs incase of error
Print error if there are additional components that would be stripped (example: Imposter)
Add Tools/Optimize/Convert BiomeVisuals -> BiomeVisuals2 to bulk convert all foilage
Add `Tools/Import/Begin & End` to disable auto imports when testing converting prefabs
Add "CantBeConverted" override to BiomeVisuals to tag prefabs that can't be converted (for whatever reason)
Fixed tabledoor_B mesh rotation
Fixed reactivetarget_deployed double MeshLOD component
updated gutter set pieces + lods
Fixed duplicate MeshLOD components on sofa_pattern_static
Cleaned up the hemp plantlings in fishing_village_c to use MeshLOD, more aggressive culling and cleaned out unused components (saves 50 gameobjects)
Slight change to the MeshLOD state editor to make the final state more usable
Add RendererBatch if all biome variants have it present
Add new BiomeVisuals2 component
- swaps meshes & materials of renderers instead of destroying all gameobjects not in the biome
Added tool to convert from BiomeVisuals -> BiomeVisuals2
Merge from snow_effects_roll_back_and_meshLOD_conversion
Fixed all cases of incorrectly scaled jerrycans
Affected prefabs: rowboat, fishing rod viewmodel, crude oil worldmodel, end tutorial cinematic, pumpkin basket entity, easter basket entity, water jug world model+entity, rhib fuel storage entity, cargo ship
Affected monuments that have been S2P: small oil, stables_a/b, water well a/b/c/e, wooden cabin b, bandit town
Remove unused EngineAudioSet params
Fixed incorrect layer on burned head model causing it to not render
S2P arctic research base
Two-wheel bike is a bit faster. Also greatly reduced the pedal bike volume for now until we get final sounds.
Merge from water-fog-scatter-strength2
Underwater visibility improvements.
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Refactoring. Separated sidecar code into a subclass.
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Merge from fix_building_preview_logging -> main
Remove spammy logging when loading monuments with no building blocked volumes
merge from fix_barricades_car_placement -> main
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Merge from /main/visualshader
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world handcuffs rig update, added scaleUp layer to animator
Changed templates to a non-shader extension to prevent template menu script from refreshing
viewmodel handcuff admire anim edited
Merge from fix_barricades_rocks_monuments -> main
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Delay unlock progress for 2 seconds after damage
Added "Default" underwater effect param block to WaterOverlay
S2P fishing_village_a & harbor_1 again to avoid stomping MeshLOD changes
merge from static_props_03
Travelling Vendor + Dynamic Pricing -> Main
Max speed
Removed Rigidbody interpolation
Merge from main -> fix_barricades_rocks_monuments