202,078 Commits over 4,171 Days - 2.02cph!
Added stats for day/night vision (not actually doing anything yet)
Cockpit cam now works well in both CLIENT and CLIENT+SERVER modes
Updated chase cam as well
Adjusted cockpit cam settings to handle high/variable ping more smoothly. Feels a bit floaty but floaty is better than jittery.
Added pooling support to renderer and collider batching
FOR FUCK SAKE water, WIP FX stuff
FOR FUCK SAKE shaderforge
FOR FUCK SAKE tweak water
FOR FUCK SAKE cannon script, adding .1f before the object get destroyed so the water system get the time to register the collision
FOR FUCK SAKE canon prefab
FOR FUCK SAKE water module FX list
FOR FUCK SAKE increase ocean scale so the cannon ball can land on it
FOR FUCK SAKE fix water system layer fucked up
Speed tweak, disabled sea objects on server
Updated hex pieces
Added control point gizmo and removed debug sphere
junkpiles now properly despawn their contents
large amounts of meta files changed on import
not sure why these didnt go in with the last checkin, meta files from update to 5.5
removed spring requirement from beartrap/landmine/reactive target
lowered chance of oil barrel spawning in junkpile
decreased hqm chance from crates (increases chances of everything else)
added some barrel spawns to airfield
Senses should now take light level into account
Merged prerelease into main
Merged prerelease into main
removed anims that crash the import
Flicker state fix, a bunch of metas again ;\
Fixed airfield monument crashing the world generation on some seeds
Fix for players being dumped at 0,0,0 when exiting a ship
Fixed a bug with boat positions resetting for clients when exiting boats
Runtime water optimizations in editor mode + improved visibility and simulation culling
Updated Steamworks SDK to 1.38a