127,034 Commits over 4,109 Days - 1.29cph!
[D11] Error check for null reference on m_cellsRoot
[D11][UI] Ping servers on the find join games screen
[D11] Fixed new debugcamera commands to still work at timescale 0
[D11] Fix to various material issues.
[D11] Compass changed to fit FP style
Repplying
48101 (2019.3 perf fix)
Reapplying
43422 (async prefab preload, test to see if related crashes are fixed on 2019.3)
[D11] [UI] Removed unused game modes from server filter selection for BETA.
Locked framerate to 30/60 on base/pro consoles
[D11] Airfield Cave Fixes
Subtracting
48101 (2019.3 perf fix) as a test to verify we are back to baseline perf without it
[D11][#3799] Fix added for crashing after being idle at the server password screen.
Rename VehicleTerrainDamage to VehicleTerrainHandler
Merge from asset_bundles_5
Use physics meterial for terrain damage calc instead of topology. More accurate to actual terrain type.
Fixed large water catcher placement issues after 2019.3 update
Fixed spike trap placement issues after Unity 2019.3 update
Spike trap decays faster outside building privilege
Spike trap stackable (10) inline with other defence deployables
Spike trap can be repaired
Spike trap crafting time reduced
Spike trap no longer damages the player standing 1m away
Fixed Drive buttons in workshop model download UI not working
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Fixed vehicle rigidbody not sleeping reliably when on the vehicle lift
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Magnet snap zone minor edits
Engines spawn in with some (generally low quality) internal items already in place.
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Adjust initial condition of engine parts. Now 25-75% per spec.
Correctly refresh engine performance when internal items break
Dead pine trees / Arctic variants
Match engine item tier to workbench level
Changed internal items damage calculation. Spread the damage over every item, but randomly distribute the amount that each one gets. Much better for handling large amounts of damage in one hit (e.g. rockets).
Give higher tier engine parts a higher max condition
Adjust engine internal item damage calculation
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[D11][#3579] Using the global_ViewProjMatrix in compute shader for the bounds Tests.
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[D11] fixed Headshot icon
[D11] Increasing texturearray size based on FP feedback.
[D11] [UI] Fixed harbor display name not being correct for certain languages.
[D11] New Scrap Stat icons