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Merge from water-fog-scatter-strength2
Underwater visibility improvements.
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Refactoring. Separated sidecar code into a subclass.
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Merge from fix_building_preview_logging -> main
Remove spammy logging when loading monuments with no building blocked volumes
merge from fix_barricades_car_placement -> main
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Merge from /main/visualshader
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world handcuffs rig update, added scaleUp layer to animator
Changed templates to a non-shader extension to prevent template menu script from refreshing
viewmodel handcuff admire anim edited
Merge from fix_barricades_rocks_monuments -> main
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Delay unlock progress for 2 seconds after damage
Added "Default" underwater effect param block to WaterOverlay
S2P fishing_village_a & harbor_1 again to avoid stomping MeshLOD changes
merge from static_props_03
Travelling Vendor + Dynamic Pricing -> Main
Max speed
Removed Rigidbody interpolation
Merge from main -> fix_barricades_rocks_monuments
Converted smart switch receiver to MeshLOD, retargeted the anims
Merge from snow_effects_roll_back_and_meshLOD_conversion
S2P harbor_1 and fishing_village_a
Fixed steering deadzone issues
Switch chinese lanterns to MeshLOD
Fixed missing bracket on turrets
Prefab update
Attempt to fix the stuttering
Fixed electrical heater placement issue
Don't collapse renderers if theres a EmissionScaledByLight component
Adjusted metal rowboat scale in tutorial island, harbor_1 and fishing_village to match its old visual scale (no S2P)
Reverted ackermann steering to a simple angle based steering system. Works better in most cases
Default colliders now checked to ensure they arent a child of the vendor
Removed non convex colliders
re-connected camera bone in prefab, set additive arms in aniamtor to 0 by defualt
Fixed all usages of the AdvancedTools prefab not getting rotated correctly, affected prefabs:
crate_tools_tutorial, TackleBox, MissionLootBaox_Basic, SubmarineSolo, crate_tools
FIxed burned head getting offset in arctic portacabin and tutorial island barrel
Fixed secret lab chair gibs missing material