127,432 Commits over 4,109 Days - 1.29cph!
Updated Savas Koth loot tables - Chainsaw, fire arrows, nailgun and flamethrower
Added Sedan and CH47 spawns to Savas Koth
Fixed some items never spawning in Savas Koth loot tables
Added DepthMask component to mask out water at smaller scales (e.g. boat deck)
Fixed DepthMask server compile error
Fixed potential edit-mode NRE in WindZoneEx
Fixed IsFinite(outDistanceForSort) error spam around water
Fixed all fx prefabs with invalid sorting fudge values
Toned downn chromatic dispersion values in water materials
Site A now has a proper road instead of dirt path
Road to site B
Refinery props and decor
Added network extrapolation smoothing
Increased default network extrapolation time
short material and fuzz updates
interactive garage door / wheel end
Fixed projectile particle systems no longer playing after being pooled
Run FileSystem_Warmup on dedicated servers
Devs can craft all workshop skins if "unlock all items" is set in the editor
Added some item schema debug convars (autoschema, loadschema, printschema)
player animator blendtree updates and poses
modified ch47 pivot to be closer to center
boat work
backup vehicle components temporary textures
Renamed some things in shaders and moved other things around
Renamed DepthMask component to WaterDepthMask since it's water only now
Added Water Masking toggle to particle shaders used for water FX, to clip them against the water mask
Enabled Water Masking on rowboat water surface FX
backup vehicle components temporary textures end
Halved vehicle modules texture sizes
Imposter is IClientComponent
Don't spawn bradley while still loading
Merge from roof_building_blocks
Removed occluder meshes from roof prefabs (unused)
edited steering pose, added passenger pose, added pose to animator
pivot changes on triangle walls
Progress on mountable scientists