201,600 Commits over 4,171 Days - 2.01cph!
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Add env.skyrotation clientside convar for cinematics (admin only)
Fixed midi convar knob bindings rounding to one decimal place
Started cleaning up some poker code but mostly left it as-is in the end. The current version is well tested and proven at this point, I decided not to mess with it.
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Added AmbientLightLOD on a few prefabs, updated excavator, s2p excavator.
Fix for VolumetricLightBeam not getting turned off by LOD when it's a child of LightGroupAtTime
Enabled global billboards only on very large bushes that should be seen from further away
Disabled global billboard on bushes
Converted all bushes from rendererLOD to treeLOD
Set tree billboards to never cull
Greatly reduced the density of small arctic rock formations because they were preventing trees and bushes from spawning properly
Reduced the density of tree populations to be around the same number as on main (roughly 25k) / bush populations remain mostly unchanged because they need more testing
Properly grabbing and transferring all relevant buffers now.
Added globalBillboard toggle to BushEntity
Better TreeManager (msg me when it comes to unfucking this upcoming merge conflict with HDRP backport, or just subtract this changeset)
StagAd placeholder prefab with the new AI setup on
scene 2 prefab all - prefabs only
All bushes are now BushEntity instead of TreeEntity
Separate BushEntity (much more minimal than TreeEntity)
Optimizing Distance flares culling distances
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Tundra variants of overgrowth grasses
Hammer: Updated CMapOverlay to CS:GO's version - fixes most copying issues - different normals implementation
RustNative update (All biomes now have a unique heightmap noise type for better biome transitions / looks)
scene 2 prefab all - prefabs only
Initialize SENTs clientside just before OnEntityCreated if we have the entity class to initialize.
BaseNavigator now correctly sets turn & max speed at init
merge from trees_bushes_spawn_settings
Added animal Chase state.
Fixed chase speeds.
Updated animal AI design file.
Repainted LS splats
Most monuments now dont export grass splat to give way to snow or sand in respective biomes
Removed forest toplogy from bandit town, and reduced swamp topology surface
Added default values to the Super DOF UI sliders (Middle mouse click resets to default)
Set slider of DProperty_Float to use darker color scheme for contrast with the bright background
Fixed DNumSlider.SetDark not updating the text area text color sometimes
Harbors are no longer allowed to spawn on offshore islands (only on the main island)