127,568 Commits over 4,109 Days - 1.29cph!
2019.3 can build il2cpp again
Hook up new point of interest icons on map + compass
[D11] [UI] Pass on duplicate/incorrect textures loading on incorrect platforms.
[D11][UI] Adjustments made to player_corpse loot panel
Flame turret now uses fuelsmall panel
[D11][DTLS] Fixed bug preventing messages larger than 7680 bytes causing silent failure, and added server log error/kick for future catches.
[D11 cherry pick
39961 to fix pink row boat etc
[D11] Fix for holding Y/Triangle on Find a Server screen causing a crash
Moved drop current item (whole stack) from B key to H. Added drop current item (single) to J key.
[D11][UI] Altered how loot panels set up navigation between themselves
Added grass.distance convar (range 100-200, default 100, only really useful for video making)
merge from
39964 (world dropped items now have the same "max-condition-only" rule for stacking that inventory items have.)
Added collision damage for modular vehicles
Added collision FX to base vehicle. Modules become part of the compound collider so they automatically pass collision info down as well.
More colour alignment with concepts
Fixed cluster button sizing
Styling on map cluster icon
Fix BaseVehicle extra bracket
adding xylophone lod, moving guitar model
Fixed sleeping bag cluster open/close animation
Size tweaks
Backup for some future prefabbing
adding WIP xylo
moving/renaming guitar texture/mat folder to the corresponding one
Fixed drum IK hits working in local space of IK target and not local space of instrument
Added a hit rotation vector that applies an IK rotation offset when hitting a note
Merge from Main -> Vehicles
fixed bradley crates sometimes spawning under the world
horse equipment information panel
horse armor cost balance
roadsign horse armor available at bandit camp attire shop
balanced horse/rider protection
icons
Oil rig small / additional LODs for all railings
Scene2Prefab
Remaining Harbor & S2P
Some mat tweaks.
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Scene backup
Prefab shadow defaults
fixed horse tails not switching to the appropriate breed material
[D11] + Removed assets from Launch Site (Scene to Prefab and Manifest done)
[D11][UI] A few tweaks to the inventory screen
[D11][UI] Initial Inventory layout changes moving main inventory to middle section expanding player preview size and disabling expanded player preview.
Load & save dialogues now default to TestSaves folder.
Load option now sets the filename and load parameters of the scene GameSetup when loading a save file, so you can just hit play to start.
[D11] VC flow for extending server, fiddled with scaling for PS4 shoulder/trigger buttons, and fix to never scale popups below minimum size
[D11] + Copied individual prefabs out of Compound scene and placed them in a default scene ready to LOD