134,932 Commits over 4,293 Days - 1.31cph!
Recalculating UV distribution metrics correctly for path lists to fix mipmip streaming issues with roads and rails
medical barge, environment volumes polish
supplies barge, simplified environment volumes down to 3
Very initial setup for small engine deployable
RPG HV Ammo - Reduced max texture size to 1k
Revert change to EditorSettings
Adding extra joints to small engine rig
merge from deployable_cannon
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string lights red and green materials
bunch of lighting on barges and docks
Add "wait" command support, to help test an unrelated bug.
Allows for chaining commands, waiting x frames, then chaining another set. for e.g. "teleportpos; wait 3; teleportpos;"
pt_boat_gun_setup -> naval_update
Update water bottle anims
adding cannon animator for world anims
Cannon and character animations - first pass
Blueprint fragment despawn rareity set
garage door unskinned meshes for flavien
merge from print_topologies_command
merge from fix_map_mismatch
Subtract merge from outboard_motor
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merge from puzzle_reset_ignore_invis
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Updated LOD settings for Charity plushies
trying reduced sail thrust 3000->2000
Added exit time to damaging attacks
Updated pookie bear volumes, no more pookie stacking
Fix pooling error that was preventing sail/steering wheel deployment
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RPG Standard Ammunition - Setup Model, Lods, Material, Textures and updated initial prefab
merge from codelock_entercode_cache
Increased the cache duration of IsBuildingAuthed calls from entity menus using the PrioritizeIfNotWhitelisted attribute
Only used by codelocks Menu_Enter_Code so far
Setup Single and Dual 50 Cal LODs and Colliders
tweaks to culling distance to several prefabs
basic HLOD setup for floating cities, S2P - will improve the brew in further iterations