124,049 Commits over 4,171 Days - 1.24cph!
merge from loot_generation
reverted some overrides to the ghost ship art prefab as they were fixed on the source/nested prefabs
Merge from Hackweek_Spike_Trap
reapplying:
Wooden barricade cover stack size 5 -> 3
Wooden barricade cover HP 120 -> 80
thumb_up
58
thumb_down
61
removed recycle script on fish piles particle
set long distance LODs on ghost ship to not cull
merge from commandblock_save_lastplayer
merge from dropbox_wall_loot
merge from fix_bradley_apc_debris
merge from fix_sleeping_wetness
merge from fix_weapon_rearm_noclip
merge from qol_hardcore_convars
merge from buildingprivlidge
merge from bradleyapc_allocs
merge from ch47_favouritism
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Codegen + fix compile error
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merge from admin_logging -> main
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Static versions of deployable prefabs added and replaced in scene. LOD3 of food market shell rebaked. Aircon with no bottom fixed.
merge from physics_bounds_commands
server commands to set and get physics world bounds for profiling purposes
Completely hide shadow-proxy states affected by agressiveShadowLOD to improve performance
Completely hide shadow-proxy states affected by agressiveShadowLOD to improve performance
Update: augment serverocclusiondebug command to draw the path of occlusion query
Written as throw-away code, will clean-up later
Tests: used the command to debug, works with disabled ddraw instancing, but the data it displays looks wrong - investigating
LODs, prefab, collision for food barge checkout counter
Supplies barge store LODs and collision. Enabled GPU instancing on some mats.
Neutralized the tint on the sand footprints.