193,207 Commits over 4,049 Days - 1.99cph!
Localization, InventoryItems
[D11] + content\nature\caves - LOD Checked, LOD's Converted, LOD's adjusted, LOD's fixed, prefabs adjusted etc
[D11] + content\structures - LOD Checked, LOD's Converted, LOD's adjusted, LOD's fixed, prefabs adjusted etc
Throw exception properly if assets/skins.asset not found
Do prefab warmup in FileSystem_Warmup
Call FileSystem_Warmup in benchmark/demo for parity
[D11] another merge from D11 2019.1 branch (from 42967) untested.
Don't forget to include the GameManifest in the bundles
Extracting all maps out of the gbuffer.
Camera override + example assets
[D11] Potential fix for crash on joining server
[D11] Fixed Assets\Content\Props\door_barricades_static
[D11] [UI] Update controller images.
[D11] Asset fix for missing soil renderer
Server and client vehicle physics now behave the same, and the maximum speed estimate comes out correct on both. Some other vehicle physics tweaks.
Various merge cleanup stuff
Update map image renderer so it works with procgen maps in builds
Tree marker tweaks:
-Don't allow the marker to reuse the last two points
-Instead of running the old system and then clamping to an approved position, move between close positions with some randomness to reduce loops
This should reduce the chance of markers appearing on the other side of a tree from the hit
Make drive force value available on the client + physics edits.
Drum IK tweak (RightHand5)
Show module health info, but hide it when mounted
potentially fixed horses mounting walls
horses behave much better on rocky surfaces
horses and ascend/descent small cliffs instead of getting stuck
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Add another tambourine note (placeholder)
Tambourine vm setup
Vehicle engine performance now degrades with health level
Another guitar deploy change
Increased animation dead time on guitars and stop all input while in dead time
Added pool.prewarm convar
Don't PrefabPoolWarmup in editor
tambourine vm anims and setup
[D11] [UI] Final sweep of localisation fixes.