111,438 Commits over 3,928 Days - 1.18cph!
Tweaks to NPC Turrets on Cargo Ship.
Small tweaks to Scientist settings.
Tweaks to spawn options for NPC Turrets.
always mount cargo ship above rowboat height so you aren't knocked off
cargo ship spawns as a world event by default
cargo ship propeller is deadly
protocol++
l96 balance
8x scope
l96/scope available at black market
l96/scope available in bradley crates and elite crates
bunch of metas that need committing
[D11] Fix the typo on serverProtocol
Fix Scientist spawner at Military Tunnel.
Potential fix for player model velocity sometimes being non-zero after stopping
Preprocess the prefabs into separate client & server folders so it doesn't have to be done every time the bundles are rebuilt (work in progress: this will break some things)
Ensure headRotation is set on the server (fixes team invite issues)
[D11] Title Screen visual update, and reworked system for switching 2D backgrounds on Frontend
[D11] Parse the protocol version number
Graveyard fence and pillar / meshes / gibs /materials
[D11] Re-enable notifications
Fixed crunch compression not doing anything on ores
Enabled crunch compression on more nature textures (icesheets, ores and overgrowth)
Network player rotation in local space (eyes.bodyRotation instead of eyes.rotation)
Network++
[D11] Ignotre .meta files
[D11] Copy over XboxOne debuggables to build drive
Tweaked Scientist grenade throwing.
[D11] Correct path for unity
[D11] merge
28825 from milestone branch (spawn point temporary fix)
[D11] another change from the milestone branch (don't populate the cache here, order of assets doesn't necessarily match the order of asset names)
Some more Scientist adjustments at Military Tunnels.
[D11] Rest of the Native PRX's in symbols store
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Enabled crunch compression on tree textures (except billboards)
[D11] [UI] Pie menu now utilises tweened animations when changing selections. Adjusted size of pie menu graphics to more closely match the mock-up. Changed how certain elements in the pie menu work to fix some visual disparities. Adjusted animations. Added WIP "Building Context" HUD component.
Hapis military tunnel tweaks
No longer able build directly in front of Hapis caves
Added motion vectors to LOD3 hazmat/scientist suits; fix for distant blurry scientists on cargoship
Forcing important cargoship lights to be always enabled
faster ocean pathing (test)
l96 item wip
[D11] Hopefully fixed the copy of the prx on PS4 along with map
Tweaks to Scientists at Military Tunnel.
Removed unused DeferredMeshDecal scripts from cargoship light fixtures
Added LightGroupAtTime to cargoship v2 lighting root
Added ability to toggle volumetric beams to LightGroupAtTime
Changed cargoship light fixture decal materials to non-decal
Tweaks to Turret NPC settings.
Fixed impostor rooms not displaying on cargoship. Used LODGroup instead of meshcull it was using prior.
More work on NPC spawns on Cargo Ship.
Tweaks to some Scientist settings.
Tweaked NPC spawns on Cargo Ship.
[D11] See what is happening with finding the files
Fixed dynamic lod handling in AmbientLightLOD