116,335 Commits over 3,987 Days - 1.22cph!
Shelves 6648 + 6653 (cine diver setups from taylor)
Disable global rendering on barricade prefabs
Add "global_rendering" convar to disable renderers using the lowest LOD
Fix instanced rendering outside of network range defaulting to the highest LOD instead of lowest LOD
Cherry picked
83782,
83793 => Fixes for cloth fuzz and parallax mapping
Additional fix for bug fuzz and parallax
Hooked up the new forward throttle effect on Rowboat as well
Made RHIB a little better at turning
Iterated on underwater.prefab. (Bubbles & plankton still using bugged shader mask test)
Set up the new RHIB forward travel splash effect
Adjusted tugboat front position
Added support for forward travel FX to add MotorRowboat subclasses, instead of just Tugboat. RHIB is going to have a forward travel effect as well.
Moved Tugboat visual components to the World layer. Apparently this will make cubemaps work correctly
Tugboat LODs
Tugboat door LODs
Fixed bug breaking cloth fuzz and parallax mapping
color tweaks/brightness tweaks
updated terrain heightmap and made road topo and blendmap a bit farther
updated materials for decals
Add InstancedRenderScheduler & InstancedEntityScheduler prefabs to bundles/prefabs/world so they always spawn
Diver pickaxe chain mat tweaks
Cherry picked
83772 => Fixed some shaders not receiving deferred decals
Cherry picked
83772 => Fixed some shaders not receiving deferred decals
Fixed some shaders not receiving deferred decals
Update FP.BurstCloth to latest, tweak cloth mats
Fixed projectile water penetration on ocean
tweaked vertex colors - terminal building
brick skin steel beam redo, remapping all building blocks involved for higher texel ratio
Merge PhysicsLayerRevamp -> save239
merge from ferry_terminal
Merge PhysicsLayerRevamp -> Aux2
Merge PhysicsLayerRevamp -> Main
prepared all diver ak prefabs
fixing blocker in trailer
Moved dropped items back to the Debris layer. Fixed "dropped" items that are stuck in ragdolls (e.g. arrows) causing ragdolls to fly away.