123,974 Commits over 4,171 Days - 1.24cph!
Doors now properly parent to tugboat and the entity follows as expected, even if visual renderers do not
Added sockets for the other two doorways
Made the RHIB driver mount point use the SledDriver script, exposes hand IK options
Test map spawn point edit to support tugboat testing
Added support for deploying doors of any type on the tugboat
Merge from ferryterminal_media
- Set up new tugboat doors to be the tugboat's doors
- Buoyancy adjustment, mainly to better serve ladder use
Added ladder volumes for the new external ladders
Updated my controls convex collider to better fit the new design from Damian
Added new controls model + basic setup
Fixed tugboat controls mesh actually having a second duplicate of the mesh way off the grid
Set up additional railing colliders for Tugboat. Mid level, top level, and stairs.
Removed tugboat_a_driveable, swapped in tugboat_a_interior
Temp prefab with gunrack lighting setup
Optimized wallracklight textures
New flare type
Fixes for client only & server only errors
Additional build options to allow walking away from PC
- Windows Client + Client Bundles
- Windows Server + Server Bundles
- Windows Client + Server + Bundles
Enable instanced rendering on sam sites & windmills (using static mesh instead of skinned)
Fix instanced render data not being added in `InstancedOutsideNetworkRange` mode
Disabled instanced mesh tracking for animated enitites to keep it simple
Enable GPU instancing on more materials
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Converting prefabs & materials to try and get them to spawn instanced when the entity is killed
Fixed metal floor gibs r/w errors
weaponrack_wide light points setup.
test save update.
Very bad and very placeholder lighting setup, to test functionality
Updated Vintage Alarm Clock Geometry
Updated Vintage Alarms Clock Materials and Textures to have better texel density
Recache the others just in case
Enabled viewmodel renderer on all new entities
Adding missing renderer components to all torch renderers
Recached rifle renderers
Fixed Vintage Wall Clock LODS and Improved on Geometry
Merge PhysicsLayerRevamp -> Aux2
Fix torch missing redirect
- Fixed ragdoll moving-parent check not checking nested parents
- Fixed incorrect reference causing NRE on listen server
Remove some logging
Suit item setup, moved current suit assets into standard folder
Use instruments dlc check for unlock (temp, for testing)
Implement switching to instanced rendering only when an entity leaves network range
Also support using instanced rendering the whole time but switching from highest -> lowest LOD when entity leaves network range
Merge PhysicsLayerRevamp -> Aux2
PFX scene backup (River source FX)
Removed directional light from player_preview, replaced with two spot lights. Fix for player preview light affecting the scene. Also removed unused var.
resized textures for light fitting
Added a flourescent light to be placed on the wall mounted weapon racks
lods/textures etc