106,396 Commits over 3,806 Days - 1.16cph!
Calibrated the brightness to match the vanilla torch
Fixed DecalLayerMask interacting with SSS materials
Added shader support for Decal Layer Mask
initial vm diver ak seaweed physics setup (disabled for now)
Subtracting
83705 (merge conflict, will have to reapply once we're on main with everything)
Added WaterVisibilityTrigger to sewer branch (only had WaterCullingVolume which is purely visual)
and the rest of the diver suit vm files files gg matt
diver suit view model prefab setup and added to item
Cherry picked
83701 => Updated Standard shader override to match Rust/Standard
Updated Standard shader override to match Rust/Standard
Cherry picked
83695,
83696 => Ambient lighting fixes
Cherry picked
83695,
83696 => Ambient lighting fixes
Cherry picked
83695,
83696 => Ambient lighting fixes
Fixed ambient lighting in view model camera not matching environment when inside
Fixed ambient lighting darker than before when inside
reworked wood part of brick skin to look higher quality
hooked up climb idle in player controller
Added support for a LOD4 in wearables, uses a different LOD arrangement
polish around roof.top.line models alignments so everything lines up
exported unarmed player climb rope idle animation
Added new climbRope state to player controller, with blendtree setup and onRopeLadder param
diver hazmat lods, scripts, prefab setup - needs item definition setting up properly (use sunburn dlc), vm, wm and icon still
Merge PhysicsLayerRevamp -> Main
lowered inner wood beam on conditional wall corners
perfected foundation corner meshes to be seamless/no zfight
disabled vending machines in terminal building
updated cover on the drawbridge to cut LOS to terminal building entrance
Updated the pump textures
Enbled brick building skin
resize on light fixtures textures
Made a new RHIB driver mount prefab to ensure anything else using the prefab is unaffected
RHIB driver hands now follow wheel as it rotates
Added a steering wheel range multiplier to prevent how much the steering wheel rotates by in order to prevent distorted shoulders (visual only, actual boat turning range is unchanged)
Update RHIB driver eye position to better match actual player eye position
RHIB driver now uses first person with arms perspective so that we see the arm Ik from first person
Merge CargoPreventBuilding -> Tugboat. This will temporarily break ladder deployment on cargo ship, but a fix is coming in the next few days
Have the tugboat headlights (spotlight) on by default
Fixed spotlight still looking kind of on when it was off. We didn't have an "off" spotlight in the archives, so I've pieced one together
Added support for turning the main spotlight on and off with the light key
Disable write defaults on new turn on/off animator states, fixes foot jitter
Fixed light meshes disappearing when lights are off, and fixed some scripts not being set to IsDynamic
Removed colliders from Tugboat lights, since they'd be client-side only
Some tugboat lights now only on when engine is on. Left some on all the time tough, to avoid player inconvenience
Hooked up exhaust effect. Set all tugboat FX to the correct initial state.
Decrease frontWakeMinSpeed to 1m/s. Looks jarring when it starts up, otherwise
Only play tugboat front wake effect if submerged and moving at at least 9km/h (2.5m/s)