192,957 Commits over 4,049 Days - 1.99cph!
Show BenchmarkInfo
Set benchmark report results
Rocket factory baked LODs
Scene2Prefab
[D11] fixed 2 assets with incorrect scaling
Report at the end of the benchmarks
[D11] + Powerplant objects removed/Scene to prefab
Run benchmarks via Benchmarking class
Rename ClothingBenchmark scene
Giant Excavator - baked LODs rework
changed flute anims used in player controller
flute override controller changes
jerrycan holdtype now using lodded model, repositioned
Added diffusion profile material property
Rocket factory building scaffolding LODs
[D11] + Water_well_d and water_well_e objects removed/scene to prefab
Move the various map elements to unique roots so we can control depth (fixes sleeping bags appearing above sleeping bag clusters)
Switch to database2
Move sky settings from BaseSceneSettings to BaseSky
[D11] + Water_well_c objects removed/scene to prefab
[D11] - water_well_b objects removed/scene to prefab
[D11] Merge from art optimisation branch - upped the save protocol number
[D11] Fix for some prefabs missing collision/rendering incorrectly
merge from map_improvements
Remove some placeholder instruments we're not going to produce
Tweaked some instrument animation crossfade timings
Fixed animations not playing if the same note was played multiple times
Apply an offset to the colour index of team leader markers to make them a different colour (local marker = yellow, team leader marker = blue)
Some more compass cleanup
Move compass logic into new UICompass class
Added inventory item prefabs for every existing vehicle module
updated the chassis entities with the proper parts
updating wheel model/texture/mat
separated chassis into part for setup (no rig yet), updated the socket position for proportion
New note sfx importer to automate importing large numbers of notes
Vehicle garage lift area, added non-functional crafting table
Initial work on vehicle editing UI
Fix for MeshLODs not being converted
More fixes for client entity cache
Tuba item world model, weapon and icon
Xylophone icon render and guide mesh
fix for tesla coil effects being default on
Remove offset and rotation fields on instruments for hand props, just use a mesh parented to a transform instead
Initial work on vehicle editing UI, using workbench UI as a placeholder for the moment
Update default note keybinds