202,254 Commits over 4,171 Days - 2.02cph!
Removed collider from mannequin corpse
Merge Indirect Instancing
update with latest assets
Merge: from baseplayer_serverupdateparallel
- Fixes NRE when UsePlayerUpdateJobs 1/2 is enabled
Tests: unit tests
Merge: from main
Tests: compiles in editor, player cache unit tests
Removed LightOccludee on chandelier lights, not supported on dynamic lights
Changed chandelier protection
Bugfix: UsePlayerUpdateJobs 1/2 - use correct indices when filtering out disconnected players
- Added a unit test to validate BasePlayer.FilterInvalidPlayers works correctly
Tests: ran new unit test
Ceiling light and ceiling fluorescent light use the same max deploy angle and deploy layers
Merge from indirect_instancing (quick build smoke test)
Fix indirect instancing tools never actually applying material changes. (Again, because I love Plastic but it doesn't love me back)
Added farm sign to farm kiosk
Remove Standard+Wind from the list of supported shaders for indirect instancing as it caused some foliage to be rendered white.
Revert instancing flags on materials that were using Standard+Wind to their original state.
merge from decor_lighting_dlc
Fixed chandelier bounds issue preventing wiring
Added a game tip explaining you can adjust the spotlight rotation using a hammer
merge from buried_item_null_checks
Add null checks for buried item creation.
Anim update for sks and l96
Enabled default indirect lighting implementation when in prefab edit mode as the deferred indirect lighting script won't be present
Use CanBuild instead of IsBuildingAuthed for the spotlight rotations
Merge from foliage_instancing
Fixed an issue where spatial environment volumes were being registered to be rendered when they shouldn't have been
merge from pilot_hazmat_dlc
Deleted pilot hazmat cinematic folder
Added small power substation
Merge from foliage_instancing
Create separate materials for foliage placements/instancing
Place entrance & exit ports based on the loot direction of the map
- entrance to deep sea should be on the T2 side of the map
- exit out of deep sea is on the "opposide side" so you enter & exit into one continious ocean
- example: leave left side of map, enter on right side of ocean
Include all the other prefabs updated when generating manifest
Commit AK FBX that keeps being reserialized
merge from deep_sea/portals -> deep_sea
merge from naval_update -> the correct `naval_update/deep_sea` branch