193,687 Commits over 4,079 Days - 1.98cph!
building textures and edge mesh
Removed defunct EmoteManger
Layout/code consistency cleanup on all managers
Player Task boilerplate
Data assets now stored in Resources/Data
A load more clothign fixes, breast size now effects some clothing items
Applying crash fix to main, just in case it helps anything
AnimController crash workaround
Now supporting buildings with > 65k verts.
Automated Linux DS Build #280
cleaning up, changing of tags, deleting placeholder sounds
Automated Windows Build #280
Automated Linux Build #280
Automated Linux DS Build #279
Use fallback font for characters that fonts are only pretending to contain (blank, not space/tab) (windows)
Don't grow CFontAmalgam's vector to crazy sizes when registering multiple ranges that are next to each other
Automated Linux Build #279
Automated Windows Build #279
updated asset post processor and some anims
* Fixed crash issues with npc_cscanner
* Fixed Nexbot NPCs being deleted on map spawn
EAC hash tool - ignore pdb files
Refactoring building mesh
- Stone is now spawned (badly)
Fixed vegetation for when shader level < 300 on both DX9 and DX11
Removed billboard shadow casting when shader level < 300
Temp fix for missing powerlines next to roads
loot tables
ceiling light in uncommon ( book ) table
added rigidbody LOD to ceiling light
ceiling light now costs 200 metal frags instead of 4 hq metal
fix for ceiling light not destroying on ceiling missing
Added RigidbodyLOD (makes rigidbodies kinematic in the distance)
perf 4 in console shows ping next to fps
ping in console prints ping
perf var is saved
fixed kick on assert
lantern lod fixes
lantern hdr
Fixed View Full Story not working
working on interior of cab
Reduced wounded importality time
High passed rust_a detail texture
Updated dungeons military tunnels, powerplant, trainyard
Train carriages textures, materials, models/cols/lods/prefabs
weird campfire collider disabled