112,170 Commits over 3,928 Days - 1.19cph!
Use RaycastCommands for LaserBeams as well, turns cost of laser beam updates from 0.2ms to 0.1ms in outpost
Thicket car flatbed base colliders
Experiment: Use discrete collision on dropped items. Tends to work well apart from the teleporting through things...
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Applied first iteration of attack
First pass on moving the sound occlusion system into jobs now that we're on an updated version of unity
Keeps the frequency the same but moves all raycasts into RaycastCommands with a max of 10 hits
Can be toggled on and off at runtime via SoundOcclusion.useThreadedCommands convar
Fixed door controller IO UI overlapping doors interaction UI
Restore accidentally removed include
Use IgnoreCollision when dropped items fall on minicopter or attack heli. Items now fall through those two vehicles - unfortunately needed due to physics issues with the last two Unity updates. Items will still collide with scrap heli interior
Proper new underwater settings RC
Fixed Water Purifier missing deploy guide
Fix junkpile_water_b and c getting their colliders stripped on the server, leading to items falling through the junkpile
Fix junkpile_water_a not properly removing components (this one already worked ok as far as dropping items)
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Return minicopter and attack helicopter to Continuous Dynamic collision type, from Continuous Speculative, due to reports of collision issues during stunt flying
sks updates:
- 3p updates + corrected aiming
- updated anims on rigged world model
- got shell eject fx working
Fixed burlap head wrap 3D preview positioning in item store
Added "Scatter Strength" param to water overlay for higher control over underwater fog
merge from fix_client_multiple_compressed_tags
Added PlaceCliffParameters, can be used by cliff prefabs to overwrite the default parameters set on PlaceCliffs
Split MinHeight and MaxHeight into MinTerrainHeight / MinCliffHeight and MaxTerrainHeight / MaxCliffHeight
PlaceCliffs child placements use TerrainAnchorMode.MinimizeMovement
PlaceCliffs child placements check terrain height and normal
Fixed a warning regarding 'Colour Masks'
Added some missing files
Fix multiple compressed tags not being parsed correctly in client browser
blunderbus viewmodel animation edits
Fixed some issues with opacity masking
Changed cargo time to ensure the last crate can be looted should cargo egress whilst finished docking
Naming, moved things around, removed unused code
Added side by side trees using core/foliage and SpeedTree8Rust shaders
Speedtree with debugging info
blunder bus viewmodel animation idle pose edit
blunderbuss (needs renaming) materials and textures - before resize
More wire tool refactoring, the OnInput method mainly
sks 3p - all attachments now positioned correctly
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Updated shaders
fixed culling
masked trunk from transmission
Fix dodgy rigidbody linls
editing blunderbus viewmodel animations