126,998 Commits over 4,109 Days - 1.29cph!
Merge from /main/shader-fix-2
Moved smokes_exgaustfumes render queue to after water to ensure it doesn't get overwritten
Moved censorship up the transparent render queue to avoid interacting with smoke grenade
More 2021 server build debugging
Fixed players showing over monument smokestack and smoke overwritten by atmospheric scattering
Cathode: replaced widthRes/heightRes with downscale parameter
Test changes to pivots. Reuse a single pivot instead of creating multiple.
Merge from global_networked_bases (this contains a Network++)
Native collection allocation / free fixes (we were not cleaning things up correctly when leaving and re-joining a server)
WeaponRackGhost cleanup, including converting to static class.
Bathtub prop / textures/ LODs / COL / prefabs
Fixed issues with construction guides not preserving shadowCastingMode, receiveShadows and lightProbeUsage from their source (causing shadow proxies to render as duplicate guide meshes)
Removing unused / commented out code (InstancedEntityScheduler in DoGameSetup)
Fixed BuildingBlock.currentGrade early exit when null
Renmoving unused code (InstancedMeshTracker)
Merge from main/Attack Helicopter
New screen shake component - AnimatedScreenShake
Takes an AnimationClip, caches the rotation curve values at edit time and then replays the animation at runtime via the ScreenShake system
Not quite working yet
Fixed parachute not disengaging if it hits the ocean
Fix first person camera calculating wrong rotation when the player flies through a parent volume
Parachutes can no longer be parented
Rocket ammo fixes, and gunner UI update
Eight second reload time after firing six rockets in attack heli
Add a very tall diving tower to craggy for testing
Add analytics: start height, distance travelled, flight time
Applied glass_small to VintageWallClock
Added world edge push back support to the Summer DLC mountables
Merge Attack Helicopter -> Main
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Added an animation based collider system for handling the parachute colliders
A lot of the visual parachute motion is now handled by the player animation, not the vehicle so this adjusts the colliders to match the visual based on the current input
For consistency this animator runs on both the server and client
Merge from airpatch_media