125,757 Commits over 4,109 Days - 1.28cph!
Fixed NRE in MeleeWeaponInformationPanel.SetupForItem
sitem setups
skin approval
Prevent delete button from showing on outpost & bandit respawn points in softcore
Tweak diver ak cloth parameters
Add [DisableMultipleComponent] to hook scripts
Remove all other CameraHook components in Awake() to fix scenes with 100s of CameraHooks attached the camera
Rowboat bow splash FX iteration.
Tweaked static tugboat deck vertex color to match the driveable version
Rebaked the LOD textures to include the new wooden deck
vm diver ak - rig updates, skinning updates, burst cloth and setup updates (still disabled)
Update FP.BurstCloth (lerp root bone positions while simulating)
Updated "Glass/GlassTransparent" shader to respond to vertex/particle color and opacity
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Fixed oilrig flames visible through thick fog
Fixed underwater sunken barge shader issues on glass
merge from combat_knife_untie
Updated tugboat_props_metallic texture to match changes made to the original variant
Removed the two extra CameraUpdateHook components from Main Camera prefab
Lots of fixes make the grid based rendering minimally functional again
Added LOD4 for the pumpjack
Add `Instancing` namespace
Start implementing storing meshes into grids to enforce max render distance & frustum culling effeciently
Proper directory for tank 4 cinematic textures
Made monument topo bigger around road node
Force lighthouse to be at least 100 meters away from other monuments
helmet variation 1 & 4 cinematic textures
Fixed water pump placement issues (stating water too shallow when it wasn't)
Tank 2 & 3 cinematic textures
Updated Vintage Alarm Clock, Vintage Wall Clock and Smoke Detectors to meet feedback
Ocean is slightly less transparent when shallow
Increased effect of diving mask in deep water
CylinderVar4 cinematic textures
Fixed another WaterSystem.Trace NRE on maps that don't have a water system
Fixed a gap above lower dack door
Tweaked tugboat gibs mesh / split the main body into three parts and reoriented the mesh
Added vehicle privilege child entity to tugboat (this is easy to reapply, so give me a shout in case anyone is getting a conflict with their local changes)
Vehicle auth system improvements
Fixed WaterSystem.Trace NRE on maps that don't have a water system
Cherry picked
84175,
84176 => Fixed base UV affected by emission UV; Emission toggle not disabling emission
Fixed Emission toggle not actually disabling emission
Fixed Base layer UV when Emission uses secondary UV