116,335 Commits over 3,987 Days - 1.22cph!
Merge from water5_final/shader-merge
Changeset merge from shader-improvements
added tanks variants 2 and 3 to diver hazmat prefab
Fixed FoliageGridBatch bounds calculation being incorrect (causing large foliage to pop in and out of view)
merge from ferry_terminal
Merge Tugboat -> Main. Adds driveable tugboats that spawn at harbour monuments.
Ik hands for tugboat, and visible arms when driving
Merge RHIB_IK -> Tugboat, so I can use some of the same system for the tugboat driver
Use a different, simpler system for tugboat wheel rotation
Tugboat steering wheel turns
Implemented rope climb animation
Enabled on all rope climb prefabs
Disabled the new "Forward" particle effect on RHIB until we have all changes merged (see Asana)
Merge from ferry_terminal
Merge from ferryterminal_media
Optimizing overly expensive underwater bubbles & plankton WIP
Fixed misassigned bones on new viewmodels
Unsaved viewmodels render update
Nixed late blue cast on water splashes, looks odd in certain weather conditions.
Fixed issue with throttle splash on rhib.
divingsuit world model, prefab setup, icons
Use the version of tugboat_dirt_leaks from Tugboat branch
One more tweak to controls LOD0 mesh
Finished tugboat and controls LOD0
Tugboat texture tweaks
New specular map for glass
Trying to profile an error that turned out to be corrupted asset bundles
Fixed SocketMod_InWater (was broken inside pools)
Fixed fishing rod (was broken almost everywhere)
Fixed various rendering issues with the torch on & off state.
Disabled the viewmodel flare for now because of compatibility issues, and tweaked the glass to get more traditional flaring to compensate.
Cherry picked
83701,
83708,
83709 => Standard override update, Decal Layer Masking
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