121,377 Commits over 4,018 Days - 1.26cph!
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Added more lights to the warehouse monument
Added light switches to the warehouse
Fallback to steam if json serverlist goes stale
Don't add an ocean margin on the nexus map images
Ensure Tasks run on main thread & fix concurrency issues
Tweaked brick_wall_b_plaster blend and changed the AO texture to remove dark outlines in shaded areas
Tweaked the fuel_tank_diff_rusty material to make it higher quality / used original texture as a blend mask for rust
merge from hapis_oil_nudge
Arctic base environment volume tweaks
Made indicator light on the light switch more intense
Moved small oil a little bit to allow the Chinook to properly land.
Slightly toned down clear weather cloud brightness
Tweaked cloud brightness / made clouds brighter in some weather profiles to compensate for the eye adaptation
Temperate cliff colliders - more accuracy
Adjusted max shadow distance relative to shadow cascade setting
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Added light switches to the arctic base
Tweaked arctic base environment volumes
Moved shipping containers to the world layer
Other small arctic base tweaks
optimised 3p cardgame anim
Automatically set lighting window BakedGI, RealtimeGI, Auto Update in scenes with TerrainMeta (this ensures lighting looks somewhat correct in edit mode)
Added graphics.aggresiveShadowLodWearable convar that disables shadow casting meshes on > 0 LODs for non-essential clothing, skin should be unaffected so the rough shadow shape should be similar
Added automatic setup via Tools/Cleanup/Wearable Shadow Lods
On a fully clothed player/npc this removes 5-6 shadow casters per entity
Show empty servers by defualt & use json serverlist by default
Fallback to steam if downloading the json serverlist fails
Update entity cleanup finder to identiify NPC's with unneeded components
Removed PlayerVoiceSpeaker, PlayerVoiceRecorder and MouthSpeaker from all NPC's
Enable GPU instancing on keypad lock materials
More aggressively LOD keypad visuals
Fix nexus map not covering the screen when zoomed out on ultrawide
Bugfixes & map color improvements for inland water. 1/2 (Not a mergable changeset)
Better rendering of transparent maps
Remove the hack to fade out the borders
lowered f1 grenade fuse to 2.5s (was 3.0)
slightly reduced m39 inaccuracy
mission providers now have a map marker
Fix vehicle_sensivitiy typo & update phrases
Set status of loot panel if oven is on, fix loot panel controls
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Light switch tweaks in the gas station and supermarket
Material tweaks
optimised some 3p reload anims
Changed handling of global_SkyReflection / unity_SpecCube0 because global_SkyReflection can't be set at edit mode (global_SkyReflection now only used in mesh decals and water system, will need testing if it's needed elsewhere)
switched other states to use path nav.
added optimisation to a bunch of mocap anims that had animation compression set to off (includes player inventory anims)
cached path following fixes and tweaks
wip NavMeshPath nav mode setup, rotation fixes, update path less frequently at longer distances.
merge from hapis_conversion
Further ore spawn rate tweaks.
Updated airfield light switch setup
Updated some shadow proxies with higher quality LODs to fix shadow issues
Updated some materials