130,064 Commits over 4,140 Days - 1.31cph!
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Merge from boomer_iteration
Hooked up other prefabs.
Various polish & cleanup.
Working on repel force for non-mounted players inside vehicle. New TriggerPlayerForce script runs on the client.
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Premature boomination fix
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Fix weapons root being left on if no weapons were fired
Update animations
Adjust player damage multiplier with vehicle speed
Really basic damage trigger implementation for player damage. Using existing systems for now but this isn't going to be good enough for cars.
Re enabled other benchmarks
Fixed bug with transform update
Improvements to benchmark
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[D11] Main branch materials brought over
[D11] + Fixed missing helicopter not appearing in game
[D11] + Fix to launch_site helicopter (LOD distances working, collisions in correct place/actually existing, player able to shoot through window, etc)
[D11][#3253][#3257] Fixed issue with deploying water_catcher_small and enabled placing on foundations
Alternative compost ticking approach
[D11] SceneToPrefab update
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Only update the transforms once per frame when needed
Bugfix: {PS4/XB1} Code Lock lights do not show if they are locked or unlocked
The fix: ramped up the emission intensity on the materials used for the lock. Changed the threshold for LOD2 so that the lights are visible from a reasonable distance
Assigned generic.genes to existing plant types.
Gene types can now be weighted per type and also per gene slot.
Added generic.genes definition.
merge from hit_detection_benchmark
merge from skeleton optimizations
Fixed rock and rock blended material config
Merge from skeleton optimizations
Fixed pubes showing through underwear. Fixed preview not updating right away when censorship settings are changed.
[D11] Update to Range_Rails.FBX to remove weird black geometry issue
Added GrowableGeneProperties scriptable object for gene/slot weights data per plant (or generic) to PlantProperties.
Bit of refactoring ready to start using the new data for generation.