32,312 Commits over 4,048 Days - 0.33cph!
Add ability to loop & skip around music dynamically
Support for location specific music playlists
Oil rig music files
0.75 sec fade on distant rig lights.
Distance flare GPU instancing.
Added instancing support to FX/Additive Billboard
set mipbias to 1 on foam array
Added FX/Additive Billboard for Petur
Rig2 lights turn on and off depending on the time of day.
Light quad imposters to Rig2 lighting prefab.
Added optional toggle fade w/ adjustable duration to AmbientLightLOD; off by default
removed problematic cover point
ch47 crush trigger
cover handling
Cheapo unlit GPU billboard shader.
Related mats.
Added ProgressTime to water system; useful for debugging
Fixed black regions on horizon when looking up through the waves
cover state reload improvements
spas12 stock downsized to 1024 (saved extra 10MB)
Downsized spas12 and splash foam textures to max 2048 (saved 105 MB)
AI cover logic for reloading
intelligent reload logic when low ammo
Exfil state allows shooting
pick unique engagement points if possible (flank)
do not finish an entire burst if line of sight lost
pick unique roam points (no more bunching up)
smaller radius for obstacle avoidance (pass eachother on stairs)
Delayed junkpile loot spawn slightly to avoid null group warnings from JunkPileWaterSpawner parenting
Rig2: Spotlight cull popping fix.
Rig2: Hero light meshes have very long range visibility.
Rig2: Increased some light cull distances.
Fixed a bunch of light fixture mats not being GPU instanced.
Tweaks to crest foam; replaced foam array with matt's
Better window fix
Blocked players accessing oilrig vents
oilrig portacabin window fix
Added water culling volume to cargoship interior
Fixed intermittent indirect lighting in deferred decals
Added physics.ragdollmode to set client side ragdoll collision mode
Changed physics.droppedmode to integer, now also support "continuous" (1) and "continuous speculative" (3)
Improved LS tul culling volume (Hapis)
isDynamic on prefabs spawned on junkpile water (testing)
Fixed server not updating wave time (causing static junkpiles dive site markers)
Added client engine time to EnvSync + fixed wave time desync
Updated junkpile water prefabs
Workaround for muzzle flash position bug
Water junkpiles responding to wave motion; updated prefabs
Added engine time to EnvSync for Diogo
player animator update - fixed issue with relaxed gun pose not blending out correctly, increased speed of sway to better match movement
Updated Facepunch.Steamworks
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Added editor "relax" console command (sets relax pose on player)
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