134,424 Commits over 4,444 Days - 1.26cph!
inital spike trap gameplay pass
Full anchor functionality wip
Merge from dlc_blueprint_warning
merge from small spike trap
Removed code from the bootstrap that was disabling texture streaming after the new changes
merge from physics_bounds_commands_fix
combined bounds used for both physx bounds commands
Spike Trap Material Fix and texture resize
Fixed a bunch of colliders having wrong import options and some extraneous scripts referencing LODs instead of cols
shore crate now spawns on T0 beach - rare spawn
merge from loot_generation
reverted some overrides to the ghost ship art prefab as they were fixed on the source/nested prefabs
Merge from Hackweek_Spike_Trap
reapplying:
Wooden barricade cover stack size 5 -> 3
Wooden barricade cover HP 120 -> 80
thumb_up
70
thumb_down
85
removed recycle script on fish piles particle
set long distance LODs on ghost ship to not cull
merge from commandblock_save_lastplayer
merge from dropbox_wall_loot
merge from fix_bradley_apc_debris
merge from fix_sleeping_wetness
merge from fix_weapon_rearm_noclip
merge from qol_hardcore_convars
merge from buildingprivlidge
merge from bradleyapc_allocs
merge from ch47_favouritism
Codegen + fix compile error
merge from admin_logging -> main
Static versions of deployable prefabs added and replaced in scene. LOD3 of food market shell rebaked. Aircon with no bottom fixed.
merge from physics_bounds_commands
server commands to set and get physics world bounds for profiling purposes
Completely hide shadow-proxy states affected by agressiveShadowLOD to improve performance
Completely hide shadow-proxy states affected by agressiveShadowLOD to improve performance
Update: augment serverocclusiondebug command to draw the path of occlusion query
Written as throw-away code, will clean-up later
Tests: used the command to debug, works with disabled ddraw instancing, but the data it displays looks wrong - investigating