130,426 Commits over 4,201 Days - 1.29cph!
    
    
    
        
            
            
            
                
                skinnable asset file for tactical gloves
                
                
                
                
             
         
        
            
            
            
                
                Adding new sitting animations for v4 update
                
                
                
                
             
         
        
            
            
            
                
                Added skin viewer in the RPG store page
                
                
                
                
             
         
        
            
            
            
                
                Fixing spinner light fixtures that got broken by shader modifications, part 1
                
                
                
                
             
         
        
        
        
            
            
            
                
                Fixing offset in cake candle hat rig
                
                
                
                
             
         
        
            
            
            
                
                birthday hat wearable prefab setup
                
                
                
                
             
         
        
            
            
            
                
                Disable leg animator to stop hand IKs going crazy
                
                
                
                
             
         
        
            
            
            
                
                Fix broken animations on players/NPCs when taken from a pool.
                
                
                
                
             
         
        
            
            
            
                
                Added more ladders in the spots (FC1/FC2) suggested by QA
                
                
                
                
             
         
        
            
            
            
                
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                Correctly estimate the right prediction time (wasn't taking timeline difference into consideration)
                
                
                
                
             
         
        
            
            
            
                
                Updated material Tactical Gloves
                
                
                
                
             
         
        
            
            
            
                
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                Enable arms on both turret seats
                
                
                
                
             
         
        
            
            
            
                
                fix dictionary duplicate entry
                
                
                
                
             
         
        
            
            
            
                
                Adding birthday cake hat rig
                
                
                
                
             
         
        
            
            
            
                
                Merge: from server_occlusion_poppin
- Reduce player poppin by making occlusion grid generation more conservative
- Bumped occlusion version, will cause regeneration on next server boot
Tests: visualized in editor, ran previously failed queries
                
                
                
                
             
         
        
            
            
            
                
                Fixed more issues with shadow biases in the RRP shaders
                
                
                
                
             
         
        
            
            
            
                
                Update: ServerOcclusion - only block occlusion cell if it's fully under terrain
- bumped occlusion file version
Previously we considered it was blocked if one of sample points was in terrain. This allows more occlusion queries to pass, which should reduce poppin.
Tests: visualized new grid, ran previously failing query - they now pass
                
                
                
                
             
         
        
            
            
            
                
                PlayerBoat uses HasDriver to check AnyMounted, corrects flipped behaviour not running
                
                
                
                
             
         
        
        
            
            
            
                
                merge from anchored_boat_mass
                
                
                
                
             
         
        
            
            
            
                
                increase boat mass to arbitrarily high value when anchored, won't be pushed arround much but maintains buoyancy behaviour as it's acceleration based
                
                
                
                
             
         
        
            
            
            
                
                fix display scaling and random rotation, assign a bunch of item category overrides
                
                
                
                
             
         
        
            
            
            
                
                footer buttons on sorting
                
                
                
                
             
         
        
            
            
            
                
                Final optimisation on floating walkway pieces
                
                
                
                
             
         
        
        
            
            
            
                
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                fixed static tarp materials having wind enabled
                
                
                
                
             
         
        
            
            
            
                
                material simplifications on temperate_portacabin_building_300_600
                
                
                
                
             
         
        
        
            
            
            
                
                - Fix deep sea map marker jitter
- Clicking a mission in map view now centers on the deep sea marker if next objective is in the deep sea
                
                
                
                
             
         
        
            
            
            
                
                farm kiosk adjusted proxy for less shadow acne
fixed floating light posts in FC3 +S2P
                
                
                
                
             
         
        
            
            
            
                
                fixed materials being inconcistent on Ocean Buoy Static, creating popping when LODing
                
                
                
                
             
         
        
            
            
            
                
                shadow proxy mesh for smallOceanWreckBuoy
                
                
                
                
             
         
        
            
            
            
                
                converted dilapidated elevator to use point lights with cookies instead of a shadow casting spotlight. Being in the middle of the casino it cannot be afforded, shadow cost too high with the light range it needed too look good.
                
                
                
                
             
         
        
            
            
            
                
                made ProceduralMapEmpty more empty
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed checkout result page cover images using texture instead of sprite, causing atlassing issues
                
                
                
                
             
         
        
        
            
            
            
                
                merge from deepsea_terraintexturing_leak
                
                
                
                
             
         
        
            
            
            
                
                properly destroying leaked deepsea shorevector / coarseheight / waterheight textures when re-generating
                
                
                
                
             
         
        
        
            
            
            
                
                handle uninitialized heightmap properly for shorevector gen (happens with scene camera in some cases)