130,621 Commits over 4,232 Days - 1.29cph!
    
    
    
        
        
        
            
            
            
                
                Turned off sRGB on some floating cities related AO textures, downsized some maps that didn't need to be 2k. Removed obsolete temp textures. Added some ladders around FC1 and FC2 to improve water exit. Removed a few chairs from floating walkways and barges to help with perf. Ran S2P on FC1 and FC2.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Cache entity types list and reuse instead of redoing it every time
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Rpg7 viewmodel
- Reduced ironsight curve to re-frame ADS and take up same screen space in ADS as base RPG
- Includes base projectile update script with crosshair options
- Set crosshair to be visible when in ADS
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Updating paintball block out rig
 
                
                
                
                
                
             
         
        
            
            
            
                
                CullingVolume will no longer make a box collider if it already has a collider and that collider is marked as a trigger (allowing non box shapes to be used)
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed some awkward interactions with the underground layer controller and deep sea toggle
 
                
                
                
                
                
             
         
        
            
            
            
                
                Refactored fog of war into two separate sets of fog - mainland and deep sea
This solves the hardcore mode and deep sea not coexisting as they both tried to write into the same fog images
Re-enabled opening the map in hardcore/deep sea
Added new server.deepseafogofwar convar, defaults to true on all game modes
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from fix_portal_clamping -> naval_update
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed deep sea fog not working on death screen correctly
Fixed fog not calculating while in deep sea until the player opens the map at least once
Possibly fixed fog revealing a couple of pixels on the other side of the world
 
                
                
                
                
                
             
         
        
            
            
            
                
                initial potentially better implementation of screen-space/contact shadows, doesn't work yet
 
                
                
                
                
                
             
         
        
            
            
            
                
                Handle FoliageSpawns recreating in deepsea
Don't stomp activeTerrains when recreating foliage buffers
Fix incorrect terrain size in tropical3 prefab
 
                
                
                
                
                
             
         
        
            
            
            
                
                Clamp position to the output portal when teleporting to and from the deep sea
- primarily fixes running enterdeepsea causing you to teleported to middle of deep sea because it didn't clamp the distance from portal
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                System uses burst cloth instead of unity physics
Set up generic circle charm with burst cloth
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Baseline from hackweek prototype
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
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                merge from optimize_reduce_dynamic_occlusion -> main
 
                
                
                
                
                
             
         
        
            
            
            
                
                Remove the IsEntityDynamic() override in CookingWorkbenchBBQ because that is not the normal BBQ :(
- don't worry about normal bbq anyways, it was already static and seemed to work fine with occlusion
 
                
                
                
                
                
             
         
        
            
            
            
                
                ▌▋▋█▄▋▄▆ ▄ ▅▌▇▍▋ ▅▆ ▉▌▉▉▆▉▌ ▋█▌▌▆▍▊▇ ▉▇▆▌▍▇█▉█ ▄▌ █▅▌ ▌▆▉▉▆▄▉▋▅ ▊▇▍▍▍▆ ▍▋▇█ ▌▆ ▄▊▍▆ ▍▅▇▄██ ▅▋ ▌▊▉ ▆▋▋▉▋▌▅, ▊▉▍██▇▉▆█▄ ▆▊▌ ▊▉▆▆▍▆ ▊▋▆▅▆▄▆ ▊▊▄▊▌ ▅ █▌▄█▆▉▊▍▉ (▅▍▅█▆ ▌▍▋▉ █▉ █▆▇▇ ▇▋ ▇ ▅▊▌▆▌▅▅ ▅▍ ▉ ▅▍▋ ▇▆▅ ▊▆▍▋▌)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Paintball Gun - updated blockout mesh after animation feedback
 
                
                
                
                
                
             
         
        
            
            
            
                
                Null check playable graph when setting animator controller
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from playable_fixes
 
                
                
                
                
                
             
         
        
            
            
            
                
                Add HideZeroWeightEdges toggle to playable graph tooling to make it easier to inspect bloated 100+ node graphs.
 
                
                
                
                
                
             
         
        
        
        
        
            
            
            
                
                scientist_boat_fixes_3 -> naval_update
 
                
                
                
                
                
             
         
        
            
            
            
                
                Drop rhib group spawn count from 12 to 7:
15 less scientist rhibs will spawn as a result.
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                scientist_boat_fixes_3 -> naval_update
 
                
                
                
                
                
             
         
        
            
            
            
                
                Add support for different crosshair modes on projectile weapons. Always show, or only show under conditions:
- Standard
- ^ + when aiming
- ^ + when reloading
-  Always
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from buoyancy_deepunderwater_fix
 
                
                
                
                
                
             
         
        
            
            
            
                
                only handle deep underwater check outside of TerrainMeta bounds when not inside deepsea
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix playable graph IK issues
 
                
                
                
                
                
             
         
        
            
            
            
                
                scientist_boat_fixes_3 -> naval_update
 
                
                
                
                
                
             
         
        
            
            
            
                
                Retain group id between saves
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Allow crate to be saved. Prevent NRE by delaying loot fill a few seconds, this ensures the
 
                
                
                
                
                
             
         
        
            
            
            
                
                added physic impact sounds for the PT boat
 
                
                
                
                
                
             
         
        
            
            
            
                
                scientist_boat_fixes_3 -> naval_update