106,526 Commits over 3,836 Days - 1.16cph!
exported recycler_rigged.fbx after lod3 UV update
tweaking values to flashlights
fixed water_drum_b shadow proxy not being deleted
update to recycler fbx
fixed LOD3 uvs
fixed scaling and rotation values
Move fix so it actually gets applied in client builds
Use ByteAddressBuffer to load vertex data
reverted core/foliage changes
some changes to the roof.stone.bootom.line prefab to mitigate draw distance/LOD Bias outcomes
Enable / disable building skins buttons are now triggered when releasing the mouse button rather then pressing it to prevent multiple triggers in a row when holding down the mouse button slightly too long
Fixed unnecessary GC when refreshing hammer radial menu
Fixed missing phrases for enable / disable building skins buttons in hammer radial menu
Added shadows to the debug shader
Tweaked navmesh obstacle along fence and moved an AI move point.
s2p.
Adjusted colliders and meshes for comfortable walkability on the quarry deployable
re-uv'd the thatched LOD1 roofs to display hay
merge from rivals_video_player fixes
applied the recent crate/spawn local scene changes to the AI prefab to keep it synched
merge from nuclear_missile_silo
Increased and squared navmesh bounds to fix navmesh generation issues when monument is rotated.
s2p.
merge from building_skins_3
reduced volume of wall.half and wall.low colliders
fixed roof conditional end bits being swapped L/R
fixed triangle frame gibs material definition
fixed sheet metal wall.left / wall.right conditionals
fixed incorrect shadow proxies on spiral stairs, incorrect collision offset, incorrect surface type
fixed custom normals on floor, triangle floor
fixed incorrect vertex normals on spiral stairs
WIP better handling of elevator interaction options
fixed uv seam on wall half
Added 5 pixels of padding around map markers, prevents multiple map markers being placed right on top of each other
Move kinematic/gravity setting to PinTo set method
Added an analytic event for pinging
Increased ping widget size slightly
Fixing more post-merge layer issues. A few bits of foliage needed reimporting to update correctly, which then necessitated S2P on monuments that used them.
Enabled crosshair on binoculars
Fixed pings getting placed slightly below the crosshair point
Don't allow multiple pings of the same type to be too close
S2P all, to remove tree imposter layer users again after merge.
Updated LOD4 textures of the quarry deployable
Added sfx slots for each ping type to the ping widget (Assets/Content/UI/GameUI.Hud.PingWidget)
Refined the vertex painting across the LODs of the quarry deployable for consistency
Merge Main -> RagdollRewrite
Updated normal map for quarry deployable LOD4