132,419 Commits over 4,232 Days - 1.30cph!
Add RendererBatch if all biome variants have it present
Add new BiomeVisuals2 component
- swaps meshes & materials of renderers instead of destroying all gameobjects not in the biome
Added tool to convert from BiomeVisuals -> BiomeVisuals2
Merge from snow_effects_roll_back_and_meshLOD_conversion
Fixed all cases of incorrectly scaled jerrycans
Affected prefabs: rowboat, fishing rod viewmodel, crude oil worldmodel, end tutorial cinematic, pumpkin basket entity, easter basket entity, water jug world model+entity, rhib fuel storage entity, cargo ship
Affected monuments that have been S2P: small oil, stables_a/b, water well a/b/c/e, wooden cabin b, bandit town
Remove unused EngineAudioSet params
Fixed incorrect layer on burned head model causing it to not render
S2P arctic research base
Two-wheel bike is a bit faster. Also greatly reduced the pedal bike volume for now until we get final sounds.
Merge from water-fog-scatter-strength2
Underwater visibility improvements.
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Refactoring. Separated sidecar code into a subclass.
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Merge from fix_building_preview_logging -> main
Remove spammy logging when loading monuments with no building blocked volumes
merge from fix_barricades_car_placement -> main
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Merge from /main/visualshader
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world handcuffs rig update, added scaleUp layer to animator
Changed templates to a non-shader extension to prevent template menu script from refreshing
Bump severity of mat_hdr_level problem (HDR being disabled)
debug_dump: Separate Lua and non-Lua cvars
Block voice_overdrivefadetime
Add light pos to some vrad warnings
* light has _fifty_percent_distance of X but _zero_percent_distance of Y
* can't solve quadratic for light X Y
Fixed crashes relating to Entity.FollowBone
Entity.FollowBone, SetAttachment and SetParent will throw errors when given absolutely invalid attachment/bone IDs (i.e. less than 0, or above 255)
Add more info to "gamemode is not a table" error
Rework how movement is disabled when player is dead with movetype_walk
viewmodel handcuff admire anim edited
Merge from fix_barricades_rocks_monuments -> main
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Delay unlock progress for 2 seconds after damage
Added "Default" underwater effect param block to WaterOverlay
S2P fishing_village_a & harbor_1 again to avoid stomping MeshLOD changes
merge from static_props_03
Travelling Vendor + Dynamic Pricing -> Main
Max speed
Removed Rigidbody interpolation
Merge from main -> fix_barricades_rocks_monuments
Converted smart switch receiver to MeshLOD, retargeted the anims
Merge from snow_effects_roll_back_and_meshLOD_conversion
S2P harbor_1 and fishing_village_a
Fixed steering deadzone issues
Switch chinese lanterns to MeshLOD
Fixed missing bracket on turrets
Prefab update
Attempt to fix the stuttering
Fixed electrical heater placement issue