130,974 Commits over 4,232 Days - 1.29cph!
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
rebaked powerlines LOD2 textures
actually include emissive for alex m
updated textures inc emissive for alex m
cake entity fix and krieg shotgun updates
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Removed MonumentInfo components used in the deep sea
Added a safeguard in MonumentInfo so monuments in the deep sea aren't added to TerrainMeta.Path.Monuments, it causes issues down the line when the deep sea closes
Fixed NRE when calling AdminKillNoLoot on BoatAI, storage container ent wasn't loaded yet...
Fixed rad volumes still spawning on the exit side of the deep sea
update to lr300 viewmodel with right hand mag release
Fixed Spot with inaccurate colliders on cargoship
base (vanilla) techtree pass
Some prevent movement blockers for falling weapons in large oilrig
Space LR300 - updated WM and LODs with right hand magazine catch
easier traversal on stairs in WTP
glass surface type > glass small on security towers
Set Canyon type on some environment volumes to kill fog in some monument below terrain zones - not documented so assuming it works like procmap canyons
Fixed a hole gap in Miltun entrance
Adjusted sail transmission colour
Boatbuilding station, cannonball and boat planner pass
boat building deployables gameplay pass - WIP
fixed early culling barricades at trainyard
cargoship LOD3 glass is see through now