161,173 Commits over 4,597 Days - 1.46cph!
Merge from bird_flocks_audio_distance
Use short prefab name for weapon in combatlog
Adjust various UZI mod points
Draw monument gizmos when editing terrain to help line up painting blend/splat within the radius and topology bounds
main -> character_customisation
merge from remove_snake_sss
Brutalist Rock - Initial prefab setup, placeholder model and materials, loc, manifest, skins
- Removed all handle-to-identifier conversions within RustRenderPasses, as this was only needed for BiRP
- Further cleanup of BiRP only code in various areas
More performant light offset maybe.
Slightly reduced radius and fade of radtown to reduce overreach. Smoothed radtown blend and pulled it in slightly where it extended past the radius. S2P. Checked in procmap.
extended triangular prism splash damage bounds to grills and triangle hatches as well
- slight adjustment to trianglular hatch bounds
fixed scrap king building skin steam item sharing token with the building tier so it read "upgrade to scrap king" on the steam item
Fixed NRE in PlayerBoat.UpdateWake after rejoining a server
- boats destroyed by the disconnect level unload were never removed from the fx queue
Merge from snapping.
Applying additional related fixes/changes from yesterday.
merge from more_lod_optims
Guard OnAncestorParentChangedClient NRE
Removed LODs from UZI viewmodel
Reduced tile size and terrain map size of jungle_ruins_d to reduce radius overhang and unused splats. Ran S2P. Reviewed changes in procmap.
Merge from dpad_quickcraft
Rework belt select changes to support usable items
merge from more_lod_optims
merge from ptboat_leg_fix
merge from boatgroup_oilrig_reduction
merge from buildingblock_batching_fixes
merge from turninplace_tuning
merge from scrapking_batching_fix
Redo the occlusion of apartment rooms
- check the camera position of the player instead of relying on the occlusion culling system
merge from base_occlusion -> main
merge from base_occlusion -> main
light sources on water w/ shadows, water also receives sun shadows now as well
Fixed edge cases of the CH47 crate landing on top of the powerline pole at powerplant
Fixed more blocks not batching
- Jungle ramps, spiral, L and U stairs
- Container roofl ines
- Frontier square floor details
Fixed buoyancy points never respecting the nextSplashTime interval
Moved the interval to the parent Buoyancy component so it's shared between all points and lowered the minimum time between splash fx to 0.1
Fixes audio cutting out when driving through storms (starved audio decoders)
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