132,590 Commits over 4,232 Days - 1.31cph!
Added a ConVar for toggling the texture dynamic memory budget adjustments
50cal_Animations -> naval_update
50cal_animation -> naval_update
Reduce the wave impact on the pt boat so easier to predict + less nausea
- Add a replicated var to turn on/off client authority so we dont get stuck in a build without the ability to change
- Codegen
Update all ship trigger parent shapes to match the ship
Projector in stables_b now permanently on
Merge from deploy_fixes_wip
FX tweak to better faciliate adjacent wall.
Try authority with higher yield state acceptance
50cal_animations -> naval_update
plugged gap in stairs_overhang_300x300_corner
double 50Cal mounting sounds and shooting volume changes
Bugfix: SpawnGroup now applies entitie's world<->navmesh transformations when picking a spawn point
Tests: Spawned ghostship - all NPCs spawned, but not moving (likely my other experimental code borks it)
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All sizes (S - XXL) of seamless artist canvas added and functional. No LODs, gibs, or icons yet
50cal_animations -> naval_update
closed gaps at floor level on watch towers
Up the updaterate since we are using serverside movement
Set both turrets to be serverside only. Won't be as smooth but its release-able
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filler in gap quality 0 Launch site
boat engine now uses more fuel per sec
fixed wooden_building_c LOD1 roof not double sided
Space LR300 - rebaked worldmodel with latest textures, adjusted emissive colour
Update: DynamicNavMesh allows to exclude specific navmesh source roots
- Ghostships register to be excluded, since they have their own baked navmesh
- [editor-only] Added logic to exclude all roots from the client scene
This CL also has some temp ghostship debug code (offsets navmesh to validate it)
Tests: in water world spawned a GhostShip and enabled AI - only backed navmesh popped into existence. AI didn't spawn - need to investigate next
small oilrig set dressing fixes
Fixed repel forces blocking whitelisted boats inside the deep sea
bunch of shadow proxies to fix light leaking in oilrig
50cal_animations -> naval_update
Fixed merge conflicts:
- Rewired up turret screenshake effects
- Fixed broken values/references
updated vm lr300 space anims
naval_update -> 50cal_animations (2)
naval_update -> 50cal_animations (merge issues)
fixed stairs being ass at excavator smaller machine
tweaks to rocks in WTP to avoid poking out of cliffs
removed rendererbatch from drain and manhole cover prefabs
raised them by a bit in ferryterminal to be sure
added prevent movement volume to block LOS error spot
Glass small surface type for industrial buildings
plugged more holes in countryside tunnel entrance
Space LR300 - Added emissive sights to worldmodel
env volume fix at computer station room at train tunnel hatches
added boat hull movement sounds
Add ammo display deploy fade-in
Added a ForwardAdd pass to the TMP depth offset shader to support point and spot lights on text