132,918 Commits over 4,293 Days - 1.29cph!
Implemented all wheel/terrain effects onto the chassis types
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Simplified rigidbody sleep check for vehicles. Tested on procedural. Now more reliable, all vehicles sleep eventually, even if in water or perched on a rock.
Surface trail & spin effects
Fixed debug camera input being processed while player is unfrozen
Fix cambone command throwing exceptions
Test map edit + tweaks to grip settings
Refactor terrain quality states into objects (basically GoF State pattern)
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Move GroundQuality definitions, plus extras
Different grip levels for different terrain types
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Manifest rebuild after merge.
Merge from Main -> Vehicles. Protocol++.
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Merge back from CarPhysicsChanges>Vehicles
Friction and drive force edits
delete RC bookmarks functionality
Merge from terrian_benchmark
[D11][#T2031] Editor script to automatically populate Metallic/Gloss textures. [Tools > Materials > Mask Texture > Set Mask Texture]
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fixed computerstation rotation issues
[D11] + Cut down on the assets that are in the bandit_camp, as well as reduced LOD distances, and edited prefab lists to reduce amount of items spawning in
Added utility to detect uppercases in prefab names.
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AmbienceEmitter using SqrDist
[D11] Cabin LOD update. Replaced missing wall.
[D11] Fusebox material fix
[D11] [UI] Fixed some loot panel names not translating
Moving stuff that's needlessly using MainCamera.Distance to MainCamera.SqrDistance
Updated linyx64 steamclient.so
Added snow grass diffusion profile to the HDRP asset
[D11] adds free mem routine for ps4
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