126,941 Commits over 4,109 Days - 1.29cph!
Added an InstrumentDebugInput component to test stuff out in the editor
Merge from Main->Vehicles
Updated Junkyard
Optimized bandit_town
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Optimized Trainyard and Water treatment plant
Optimized mining quarries and radtown
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Updated water wells and power substations
Avoid [unknown] name on the death screen
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Softened terrain4.mat splat transitions on regular procmap as it doesnt handle splat weights the same as our new maps (this makes it similar to main)
spawn_v3 adjusted max entries to stop the console spam at loading
unfucking driftwood files, again
Hazmat_Suit and HeavyScientist Skeletons
fix for foliage billboard instancing
Turned off volumetrics because they use half a gig of ram we don't have
Vending machine fixes. (NPC & Player Deployed)
Lantern + flame materials tweaks
Deforming the correct parts
Don't compile bundles using strict mode
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[D11] Rest of the Core Buildables LOD tweaks
[D11] Tweaked LOD distances on droppable items
[D11] + Water_treatment_plants LOD's tweaked
Make foliage multi-threading a console var instead of a define so it can be turned off on the command line
added vm bass anims, added animator & hooked up to prefab
[D11][UI] Vending machine storage displaying current vending machine orders.
Fix for client entity cache not cleaning up stale entities from the save game
Added some missing effect materials and textures