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- Found and organized by GabeFollower
- https://github.com/SteamDatabase/GameTracking-Deadlock/commit/945b74341517c66a01bd851d9285bfd1c0f565f3
- https://github.com/SteamDatabase/GameTracking-Deadlock/commit/c04099743c3b0cd9fad8c33fdfb579ea449c0ed4
- https://github.com/SteamDatabase/GameTracking-Deadlock/commit/10fd3e2a5d058bc82054cc64b0e00358cf458b87
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- Navigation in altered gravity (during flight or in water)
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- info_nav_space_flight
- info_nav_space_water
- materials/editor/nav_space_flight.vmat_c CRC:00a39b880d size:2288
- materials/editor/nav_space_flight_tga_35406aa8.vtex_c CRC:0049ec7e5b size:23924
- materials/editor/nav_space_water.vmat_c CRC:00751e3c89 size:2304
- materials/editor/nav_space_water_tga_f3f7bd69.vtex_c CRC:0004b3ceea size:23924
- AE_ANIMGRAPH_ORIENTATION_WARP_SECTION_END
- AE_ANIMGRAPH_ORIENTATION_WARP_SECTION_START
- AE_ANIMGRAPH_WARP_SECTION_START
- AE_ENABLE_PLATFORM_PLAYER_FOLLOWS_YAW
- AE_ENABLE_PLATFORM_PLAYER_IGNORES_YAW
- OrientationWarpRootMotionSource_t
- OrientationWarpTargetOffsetMode_t
- AI_AdditionalMovementSettings
- AI_BaseNPC_MovementHeading_t
- Orientation warp will never rotate angle larger than this even if it means not passing through the preferred rotation direction
- 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.
- [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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- RTX and DLSS sdk's mentioned in game/thirdpartylegalnotices.txt
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- NVIDIA Cuda, DesignWorks & DLSS SDKs BEGIN
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- Hair and Mesh Shader
- ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
- Mesh Shader
- r_hair_meshshader
- r_render_hair
- r_hair_debug_guides
- SceneSystem/Hair Debug UI
- Attempting to create a Vulkan pipeline without a vertex/mesh shader bound, aborting pipeline creation.\n
- meshShaderFeatures.meshShader not supported, disabling mesh shaders.\n
- DrawMeshTasksIndirect failed - invalid indirect buffer.\n
- DrawMeshTasksIndirectCount failed - invalid count buffer.\n
- DrawMeshTasksIndirectCount failed - invalid indirect buffer.\n
- VK_EXT_mesh_shader
- RENDER_PRIM_MESH_SHADER
- mesh_calculate_curvature_smooth_pass_count
- C:\buildworker\citadel_rel_win64\build\src\mathlib\extended\voxelarray_sdf.cpp
- C:\buildworker\citadel_rel_win64\build\src\mathlib\extended\voxelarray_sdf_heatmethod.cpp
- HairDyeColor
- BatchHairStrandCount
- BatchSegmentsPerStrand
- BatchVertsPerStrand
- Hair Sim
- Hair Debug Settings
- Guide Hair Visualization
- Auto Hair Strand Culling
- Compute Guide Hair WS Vertices
- Compute WS Groom Vertex Positions
- Run simulation
- Enable hair sorting
- Force thick hair
- Highlight guide hairs
- Draw only guide hairs
- 1: Highlight guide hairs, 2: draw only guide hairs
- CastHairShadows
- ReceiveHairShadows
- AlembicLoader_GroomMeshFile
- GroomMeshAttachMode_t
- ModelDocGroomMeshFile
- Error preprocessing groom mesh "%s"\n
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- Surface Properties
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- burndamage
- m_burndamage
- heataura
- m_heataura
- immediateignition
- m_immediateignition
- m_flammabilityParams
- CPhysSurfacePropertiesFlammability
- "surfaceattribute.heataura" "Heat Aura (in units) "
- "surfaceattribute.heataura:help" "How close something has to be to this surface to be heated by it."
- "surfaceattribute.burndamage" "Burn Damage (Multiplier)"
- "surfaceattribute.burndamage:help" "How much this surface modifies how much damage the fire on it gives."
- "surfaceattribute.immediateignition" "Should Ignite Entities Immediately"
- "surfaceattribute.immediateignition:help" "Whether this should immediately ignite any entities that come into contact with it."
- "PhysicsSurfaceProperties" "world.dev.flammable"
- materials/dev/reflectivity_80_flammable.vmat_c CRC:0027e81935 size:3053
- fire_dmginterval
- ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
- Destructible NPCs, Ragdolls, Body Parts
- More found here - https://pastebin.com/t0thRvRD
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- Whether the part should fall off when the entity dies.
- Duplicate hit group (%s) specified in destructible parts system data. Please fix.
- (!!! ERROR: NO HITGROUP FOUND IN HITBOXES NOR PHYSICS SHAPES: THIS WON'T BE DESTRUCTIBLE !!!)
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- Water
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- water_material_override
- materials/dev/water_moving_color_tga_87a7062a.vtex_c CRC:00ecc7c5b5 size:351652
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