108,295 Commits over 3,867 Days - 1.17cph!
attempt at preventing seaweeds close to coastal rocks
-Fire Extinguisher Texture update and material consolodation
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Changed river splat from stones to gravel
Only spawn 1 oasis on maps smaller than 4000
Don't spawn any canyons on maps smaller than 4000
Spawn 2 canyons on maps larger than or equal to 5000
Subtracting
105196 (shore margin increase) due to several regressions
Added support for multiple IViewmodelComponents on a single viewmodel
Added BlunderbussViewmodel component that adds a shotsLeft state and lerps between three layers based on how many shells are left
Merge: from main
Tests: built all modes in editor
functional waterflowmap
- saved/loaded like other terrain data
- need to adjust where it's written to, it's still hacked into other terrain generation processes
Show correct dart models when loading ammo (viewmodel).
Added placeholder prefab variants for all dart ammo types.
adjusted improvised shield origin
added render batch scripts to seaweed clumps and increased lod distances for less pop
Merge from world_update_2
Added new SwapAmmoParticle class, same functionality as SwapAmmo on viewmodels but swaps a material on a particle effect
Applied to 3rd person reload effect on HCR, shells dropped will now have the correct material
Merge from world_update_2
Merge from world_update_2
Further checks on waterball splash logic to prevent a splashing through foundation edge case
Merge from world_update_2
More culling volume fixes in cave_medium_hard
Add harvestable layer to F1 layer tools
Studio light projector backup
Offset fuckery
Decor genocide
Mild river speed flow tweak
pfx tweaks
Merge from world_update_2
Merge from world_update_2
Fixed most rocks in divesite_d double rendering
Another possible fix for no collisions on the divesite plane
add a little spice to the blunderbuss gunshot
re-linked divesite prefabs, cleanup of folders
Biome visuals for coastal and hill cliffs / they will no properly switch colors depending on the biome
Tweaked diffuse textures on all rocks and cliffs to get rid of the noise and unnatural curvature highlights
Tweaked detail map settings on all rocks to reduce repetition and noise
Tweaked LOD settings on coastal cliffs to prevent LOD popin when up-close
- Made the client actually know what a server queue is
- Added a number of editor tools for simulating / manipulating a server queue
- Updated localization function to support variable arguments for format
Merge from fix_monument_collider_cache_invalidation_2 -> main
Redo `fix_monument_collider_cache_invalidation` as merge was being difficult
Make buoys add a little force to the player when they stand on top
radioactive_water -> world_update_2
Increased buffer on water body physics check
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merge from runtime_profling_pooling -> main