115,306 Commits over 3,959 Days - 1.21cph!
Fixed RidableHorseAnimation.GetHipBlendFactorAndSpeed NRE
snake animations and rig exported
Fix rubble in train tunnel vent entrance always active
S2P outpost, excavator and harbor 2
Restored crafting costs in crafting menu
Added Medieval pack steam item
Tweaked piercer bolt damage
Armour plate insert world model setup
Disable gizmo on piercer projectile in time for the playtest
Removed tugboat mentions in siege tower construction components
handling horse animation visibility properly when occlusion culling is disabled (stops footsteps being heard while ragdolling)
- implemented god rays as mask for mie scattering fog
- fixed weird pre-multplied alpha
- refactor to share code
- render properly in reflection probe
- output texture stores scalar light energies rather than combined RGB lighting, combined later in display shader
Fixed catapult ammo models being set active every loads
removed unused mat
impostor assets
billboards setup
lumberjack hoodie skin fix - assigned skin script to hoodie item in male and female prefabs
Fix test item after merge
reset positions of codelock and storage adapters on medieval large wood box - now the same as default large wood box
collisions for strangler figs and sound triggers in foliage
Merge from menu_friends_list
Merge from menu_friends_list
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Random instance rotation, pack instance data into halfs, fix hash inconsistency
Fixed an industrial NRE due to orphaned Industrial attachments
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Hopefully fixed vehicle NPC dialogue options not appearing for non admins
Ballista collision iteration.
Catapult collision.
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Ballista collision impact fx.
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