122,540 Commits over 4,048 Days - 1.26cph!
North east cliffing and cleanup of old inland splats
Reduce MLRS rocket world model size and mass to 25% of actual size and mass
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Site C area progress backup
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Option to bilinear sample displacement map.
Building brick skin atlas and material
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Add stat for a player shredding a car
Add stat for hands won in poker
Fixed team UI not updating when spectated player leaves a team
Fixed guns not showing the correct ammo count when spectating
Converted all vehicles from spawning sub-entities to simply including them in their base prefab heirarchy. Converted:
- Duo Sub [fuel storage, torpedo storage, item storage]
- Hot Air Balloon [fuel storage, item storage]
- Magnet Crane [fuel storage]
- Minicopter (in earlier commit) [fuel storage]
- MLRS [dashboard storage, rocket storage]
- Modular car chassis [fuel storage]
- RHIB [fuel storage, item storage]
- Rowboat [fuel storage, item storage]
- Scrap Transport Helicopter [fuel storage]
- Solo Sub [fuel storage, torpedo storage, item storage]
- Work Cart [fuel storage]
All fuel-using vehicles also now start with 50 fuel when in editor.
Merge MLRSUpdates -> IntegrateVehicleSubEnts
Fixed extra MLRS rocket storage sub-ent
Add GetEntity to GameObjectRef
West+north road splatting
Hit marker should now play when the player being spectated gets a headshot
Experimental, remove minicopter sub-entity spawning and simply include the fuel sub-ent on the base entity. This is the new standard in the desert base setup and seems to be working reliably, and may allow us to remove a lot of boilerplate spawning code.
Final'ish northern height & bake
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North side road fixes along new cliffs & bake
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optimised LOD2 of all 18 tea variations:
-baked down cup material and icon decal sheet to one smaller albedo
Arctic bases progress / added custom snow prefabs for various props / added greyboxes for wind turbines and dome radar
all 18 tea world model LODs
collision setup
texture resize and prefab update
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