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HLX - Altered Gravity / Water / Hair / RTX

Dec 26th, 2024
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  1. Found and organized by GabeFollower
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  4. https://github.com/SteamDatabase/GameTracking-Deadlock/commit/945b74341517c66a01bd851d9285bfd1c0f565f3
  5. https://github.com/SteamDatabase/GameTracking-Deadlock/commit/c04099743c3b0cd9fad8c33fdfb579ea449c0ed4
  6. https://github.com/SteamDatabase/GameTracking-Deadlock/commit/10fd3e2a5d058bc82054cc64b0e00358cf458b87
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  10. Navigation in altered gravity (during flight or in water)
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  12.  
  13. info_nav_space_flight
  14. info_nav_space_water
  15.  
  16. materials/editor/nav_space_flight.vmat_c CRC:00a39b880d size:2288
  17. materials/editor/nav_space_flight_tga_35406aa8.vtex_c CRC:0049ec7e5b size:23924
  18.  
  19. materials/editor/nav_space_water.vmat_c CRC:00751e3c89 size:2304
  20. materials/editor/nav_space_water_tga_f3f7bd69.vtex_c CRC:0004b3ceea size:23924
  21.  
  22. AE_ANIMGRAPH_ORIENTATION_WARP_SECTION_END
  23. AE_ANIMGRAPH_ORIENTATION_WARP_SECTION_START
  24.  
  25. AE_ANIMGRAPH_WARP_SECTION_START
  26.  
  27. AE_ENABLE_PLATFORM_PLAYER_FOLLOWS_YAW
  28. AE_ENABLE_PLATFORM_PLAYER_IGNORES_YAW
  29.  
  30. OrientationWarpRootMotionSource_t
  31. OrientationWarpTargetOffsetMode_t
  32.  
  33. AI_AdditionalMovementSettings
  34. AI_BaseNPC_MovementHeading_t
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  36.  
  37. Orientation warp will never rotate angle larger than this even if it means not passing through the preferred rotation direction
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  39. Normally the orientation warp will take the shortest arc to align entity's forward vector with the target. With this option enabled it will rotate in the direction that includes passing through the preferred rotation direction parameter unless the resulting rotion is larger than the threshold specified.
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  41. [EXPERIMENTAL] The amount of time it will take for the warp to happen. If non zero Damping configuration is completely ignored.
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  46. RTX and DLSS sdk's mentioned in game/thirdpartylegalnotices.txt
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  48.  
  49. NVIDIA Cuda, DesignWorks & DLSS SDKs BEGIN
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  54. Hair and Mesh Shader
  55. ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
  56.  
  57. Mesh Shader
  58. r_hair_meshshader
  59.  
  60. r_render_hair
  61.  
  62. r_hair_debug_guides
  63.  
  64. SceneSystem/Hair Debug UI
  65.  
  66. Attempting to create a Vulkan pipeline without a vertex/mesh shader bound, aborting pipeline creation.\n
  67.  
  68. meshShaderFeatures.meshShader not supported, disabling mesh shaders.\n
  69.  
  70. DrawMeshTasksIndirect failed - invalid indirect buffer.\n
  71. DrawMeshTasksIndirectCount failed - invalid count buffer.\n
  72. DrawMeshTasksIndirectCount failed - invalid indirect buffer.\n
  73.  
  74. VK_EXT_mesh_shader
  75. RENDER_PRIM_MESH_SHADER
  76.  
  77. mesh_calculate_curvature_smooth_pass_count
  78.  
  79. C:\buildworker\citadel_rel_win64\build\src\mathlib\extended\voxelarray_sdf.cpp
  80. C:\buildworker\citadel_rel_win64\build\src\mathlib\extended\voxelarray_sdf_heatmethod.cpp
  81.  
  82. HairDyeColor
  83.  
  84. BatchHairStrandCount
  85. BatchSegmentsPerStrand
  86. BatchVertsPerStrand
  87.  
  88. Hair Sim
  89. Hair Debug Settings
  90. Guide Hair Visualization
  91. Auto Hair Strand Culling
  92. Compute Guide Hair WS Vertices
  93. Compute WS Groom Vertex Positions
  94.  
  95. Run simulation
  96. Enable hair sorting
  97. Force thick hair
  98.  
  99. Highlight guide hairs
  100. Draw only guide hairs
  101. 1: Highlight guide hairs, 2: draw only guide hairs
  102.  
  103. CastHairShadows
  104. ReceiveHairShadows
  105.  
  106. AlembicLoader_GroomMeshFile
  107.  
  108. GroomMeshAttachMode_t
  109.  
  110. ModelDocGroomMeshFile
  111.  
  112. Error preprocessing groom mesh "%s"\n
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  117. Surface Properties
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  119.  
  120.  
  121. burndamage
  122. m_burndamage
  123.  
  124. heataura
  125. m_heataura
  126.  
  127. immediateignition
  128. m_immediateignition
  129.  
  130. m_flammabilityParams
  131. CPhysSurfacePropertiesFlammability
  132.  
  133. "surfaceattribute.heataura" "Heat Aura (in units) "
  134. "surfaceattribute.heataura:help" "How close something has to be to this surface to be heated by it."
  135. "surfaceattribute.burndamage" "Burn Damage (Multiplier)"
  136. "surfaceattribute.burndamage:help" "How much this surface modifies how much damage the fire on it gives."
  137. "surfaceattribute.immediateignition" "Should Ignite Entities Immediately"
  138. "surfaceattribute.immediateignition:help" "Whether this should immediately ignite any entities that come into contact with it."
  139.  
  140. "PhysicsSurfaceProperties" "world.dev.flammable"
  141.  
  142. materials/dev/reflectivity_80_flammable.vmat_c CRC:0027e81935 size:3053
  143.  
  144. fire_dmginterval
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  149. Destructible NPCs, Ragdolls, Body Parts
  150. More found here - https://pastebin.com/t0thRvRD
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  152.  
  153. Whether the part should fall off when the entity dies.
  154.  
  155. Duplicate hit group (%s) specified in destructible parts system data. Please fix.
  156.  
  157. (!!! ERROR: NO HITGROUP FOUND IN HITBOXES NOR PHYSICS SHAPES: THIS WON'T BE DESTRUCTIBLE !!!)
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  162. Water
  163. ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
  164.  
  165. water_material_override
  166. materials/dev/water_moving_color_tga_87a7062a.vtex_c CRC:00ecc7c5b5 size:351652
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