136,764 Commits over 4,324 Days - 1.32cph!
Updated ring road to latest (cherry picking
44685,
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45619, 45664)
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[D11] SceneToPrefab update ALL
Reworked more growth basics, exposed ground, light and water modifiers, protobuf.
[D11] Fixed LOD scale on rock cliff b
[D11] Art 3262 - fixed material issue on water_tower_collapsed.mat
[D11] [UI] Radial/Pie menu textures replaced with material shaders.
polish pass to new road textures + gloss balance
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Craters map - new build
Placed monument nodes
Updated material assignments in procmap and world_setup_v3 for road meshes
merge from Lunar_2020_new
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Turn current state into a bitmask so a player can be in multiple states (eg. in base + mounted)
Update time tracking to support the player being in multiple states
Stop velocity showing in inspector
Set up LOD Groups for all modules
Adjusted lod groups to the usual 25/13/1 setup
Set up LODs for all chassis types
Simplified colliders on 2module_passengers
Fixed panel never dropping with damage on 2module_passengers
Simplified colliders on 2module_flatbed and 2module_fuel_tank
Simplified colliders on 1module_storage
Simplified colliders on 1module_rear_seats, plus fixed some missing physics material assignments.
Simplified colliders on 1module_flatbed
Simplified colliders on 1module_engine
Simplified colliders on 1module_cockpit_with_engine
Monument check now checks topology and bounds rather than a flat distance check
Modular Cars inventory loadout edit
Finished simplifying 1module_cockpit.
More code review, profiler samples and convar checking in main menu
Fixed conditional add as well
Code review:
Check null player in LootContainer:OnKilled
Remove exception in BasePlayer:UpdateRichPresenceState
Increase movement threshold
Better load balancing
BuildingAuth check
Fixed conditional removal not saving to the prefab, + new features
Working on simplifying colliders on modules
merge from Lunar_2020_new
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