111,829 Commits over 3,928 Days - 1.19cph!
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Fixed corrupted Cliff_tall_d_diff texture
Merge from world_update_2
viewmodel - fixed remaining attachment issues
Merge from world_update_2
Another attempt to incraese ocean render margin under terrain to prevent shore wetness from being cut off in certain edge cases
Allow underwater plants to respond to displacement using Brian's new displacement override.
Adjusted displacement planes to see if that has any effect
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Added Wooden Shield Textures, Materials, Collider, World Model and View Model FBXs
Setup Wooden Shield Basic Prefab, LODS, Colliders, World Models, Folders
viewmodel - fixed ironsights being too low
cherrypicking world_update_2/concrete_barrier_material_fix
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merge from cuffs_backpack_fix
merge from fix_backpack_learnbp
renamed controller and anims to meet naming convention
merge from cave-reverb-fix
merge from world_update_2
added hammer anims to controller
added viewmodel hammer anims
Added larger radius terrain filter to avoid rivers to ice sheets
world_update_2 -> radioactive_water
Added more terrain anchors to rock_formation_a to prevent gaps
cave_large_medium terrain check fixes
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Added second ocean topology pass after all cliffs have been spawned
Large coastal rock prefab variants for the arctic biome to fix an issue where grass was being projected on top
better separation of flow vector/angle generation, still need to find a proper home for it
Fixed collision issues and floating geo on cliff_jutting_d
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