111,829 Commits over 3,928 Days - 1.19cph!
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
Merge from main -> runtime_profiling_pooling
Merge from world_update_2
Various fixes for ProceduralMapEmpty, ProceduralMapRailSimple and ProceduralMapRoadSimple test maps
merge from runtime_profiling_raknet -> main
Increase ocean render margin under terrain to prevent shore wetness from being cut off in certain edge cases
Merge from main -> runtime_profiling_raknet
Adjusted cave terrain checks to enforce slightly more padding between the terrain surface and the caves (attempt to fix new cliffs sometimes reaching into caves)
TerrainCheckGeneratorVolumes takes an optional offset
incremental updates, respond to texsize change in editor
viewmodel prefab - rough placement for attachments (will fininalize once viewmodel attachment override script is on same branch as asset)
3p entity - updated flashlight attachment position
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