121,455 Commits over 4,048 Days - 1.25cph!
Animal idle animations now have a randomised cycle offset so they won't play their animation in sync with other animals
Applied to horses, wolves, chickens, bears, boars and stags
Fixed wooden signs not being able to be picked up
Free spray radial option when holding a spray can will now read "Free Spray" instead of "Graffiti Pack" (Will need a phrase rebuild)
Update harbor_1 to include the hanging container in the HLOD
Switching the graphics.hlod convar now immediately updates all LODs, bypassing the budgeted update (this was taking up to 30s to change the lods of every object in the world in proc gen, making comparisons difficult)
Added media directory and playblast timeline asset
WIP setting up blackjack machine classes, new base class for card game entities, protocol++
Merge from timeline_recorder (cinematic tools, should have no impact at runtime)
Merge from firstpersonspectate (various fixes)
Merge from tools_demo (allows F1 layer toggling in demos)
testing out some graffiti on the exterior of the caboose
texture and material
Camper bbq output slots 1 -> 2
Updated small and large wooden box desc (needs phase rebuild )
saddle bags inventory slots 6 -> 12
cherrypicking horse_rampfix
merge from sep22_deployable_fixes
car storage size increase 18 -> 48
added ladder to rear and on the side at the front.
Edge case fixes of cliffs overlapping rail
roof ac unit models/textures prefabs
added a little rug at the foot of the cashier/cage
added an extra window to fill the void to where the door used to be
moved slot machine so their not going through the caboose walls
added neon lettering for CABOOSE signs
materials and textures
wall mounted ac unit models/textures prefabs
Run bandit town HLOD after merge
road barrier models/textures prefabs
Stripping ReflectionProbeEx from everything except WaterSystem (doesn't support our new ambient light, has mostly been disabled for a while)
Moved grass shadows setting from "experimental" section to "graphics" section in the options menu
Enabled all of the cubemap ambient light features by default and removed the two experimental toggles from the options menu
Added tooltips to HLODBounds component
Adjusted powerplant setting to properly cull underground geometry
Rename and simplify all HLOD convars
LOD changes now happen in a budgeted queue when entering/exiting a HLOD range
Don't disable the HLOD mesh until all of the actual meshes are visible to reduce popping
Basic UI canvasses for the four screens (blackjack)
Adjusted player mount positions (blackjack)
Basic blackjack machine entity setup. Removed BlackJackTable prefab and replaced with BlackjackTable.caboose, a new entity. Can be mounted + dismounted.
SceneToPrefabs fixes
Added graphics.staticTileDebug to verify the LOD changes at runtime
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