199,313 Commits over 4,140 Days - 2.01cph!
inventory.give takes item condition as an optional third parameter
added recycler just outside bandit town casino
!fixed disable broadcast on shopkeepers oops
fixed being able to turn recycler on/off if you are not the user
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Fixed ASE material copy-paste
Updated Impostors to latest
Updated impostor shaders
Added tree_pine impostors
Added tree_pine impostor materials to biomedef
Removed tree_pine impostor (on this branch)
New single-pass impostor runtime + bake shaders
Updated beforefoliage shader
Cleaned up biomedefs
Updated foliage impostor bake preset
Added first proper impostor (tree_pine.prefab); updated views and biomedefs
Added impostor for tree_oak.prefab; updated views and biomedefs
Spawning players with a car, in a parking lot
Fallback for maps with no buildings
Fulfill the two players per vehicle requirement
Updated impostor shaders
Updated some trunk materials
Added impostor for sapling, birch, shrubery_fern and bush; updated views and biomedefs
Disabled animated cross fade
scene updates
further breaking down crew building exterior
avatar body customisation fixes
wip avatar accessory customisation
avatar accessory editor states, UI, setup
temp disabled objectives init so I can merge to main
Testing a fix for spawn NRE
Switched to impostor shadows on LOD1
Tweaked shadow bias on bush impostors
[D11] Use Machine Unique Id FTM until we get platform id's in.
cargo ship scene edits
added a second way up to to the top floor into crew building
crew building wip texturing
PrefabInfo is now called Poolable (separate commit to keep the file history intact)
Possible NRE spawn fix v2
Tech tree node connectors
Added PrefabPostProcess (runs after after components and children have been cleaned up)
Spawn in vehicle error fix?
New prefab pooling baseline
started missions, wip.
added Missions.proto to protobuf files, added to batch file.
MissionProgress basics.