31,922 Commits over 4,018 Days - 0.33cph!
CylinderBase01, CylinderBase02, CylinderBase03, CylinderTop02, Collider (the small one on the arm), and CylinderTop01 changed from Vehicle World to Vehicle Detailed. The Vehicle World layer is only used for actual driving physics, so anything that's not a big chunky area of a vehicle can probably be on the Vehicle Detailed layer instead, which handles the detailed collisions from players or bullets.
Changed magnet crane fence colliders from Vehicle World to Vehicle Detailed layer
Fix magnet crane eye position body clipping
adding crane magnet gibs model/mat
Slightly increase third person alt look range
allow any player to mount magnet crane
magnet crane disable hurt triggers when inactive
disable collision between magnet crane and carried object
destroy magnet crane when tipped over
always kill occupant of magnet crane when destroyed
added headlights to magnet crane
disallow ability to push magnet crane limbs through objects
added serverside colliders to magnetcrane base
fixed shreddable_pickuptruck not having client collision
magnetcrane now self-damages when leaving the junkyard
improved magnetcrane suspension and center of mass
lowered magnet refraction effect
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Fixed vm's with particles/lights still being visible while gesturing
Fixed Reveal Hand not playing the right action's sound. Made the check sound quieter.
Fixed Playground and BillBTestMap terrain after HDRP backport merge
Unsaved crossbow vm animator change from last week
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Fixed dome / sphere tank monument diesel barrel spawner
magnet crane/shredder sound tweaks
Add net.visibilityradiusfaroverride and net.visibilityradiusnearoverride to override the networking radius of entities
Note that this affects everyone on the server so you should never need to change it (but should be useful for demo recording)
Value is specified in grid cells which are currently 32x32m and the default value is 8 (or 256m), values <= 0 will disable the override
Far is the normal view and near is the secondary view (CCTV etc)
magnet crane and shredder sounds
crane hurt/repel triggers
treads now move during turns
first person camera on magnet crane, updated sitting pose
added scrap as shred reward for 2/3/4 module cars
Adjusted min/max scaling on forest ferns and arctic small rock formations
Adjusted materials on arctic small rock formations to make them more visible
Made ice sheet terrain modifiers bigger to prevent dirt from getting projected on the ice meshes
Arctic foliage polish
Tweaked snow splat color/gloss to prevent snow from becoming too blue at certain times of day and reduce mismatch between snow and trees
Improved arctic biome billboards
Tweaked snow color on a bunch of other objects
Fixed wind turbine placement underwater
reflex latency marker option no longer saved
Enabled tinting on potato cliff shaders.
fixed missing open and close sfx on static refinery
Added EnvironmentVolumeTraintunnles.prefab for map makers
Fixed crossbow viewmodel still showing an arrow after the arrow was unloaded via the inventory
merge from HDRP_Art_Backport - 699 days
Update computer station UI textures because they were NPOT so couldn't be compressed
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Experiment with unloading more of the higher resolution mipmaps (if there's pop in let's try increasing budget before reverting)
Enable streaming mipmaps on a bunch of newer deployables
Add texture.streamingBudgetOverride to specify your own budget for streaming textures (instead of the defaults from graphics quality)
Add a bit more stuff to texture.stats
Texture import analyzer highlights deployables to enable streaming mips
rocket_factory_ceiling_support_b needs to be readable (no separate collision mesh)
Merge from gib_pool (disabling read/write on a bunch of gib meshes)
- Fixed the player being left holding cards if they go all-in in a two-player game and get kicked after the result for losing all their scrap.
- Line endings fixed in CardTableSeat
yolo disable read/write on a ton of meshes that have collision meshes so shouldn't need read/write
enable compression on some textures
adjust some audio import settings (mostly ambience - no decompress on load)
Ignore TerrainFormer folder in texture import analyzer
Disable autofix button in analyzer UIs
Update model import analyzer to point out when a render mesh has R/W enabled but there seems to be a matching collision mesh