128,636 Commits over 4,140 Days - 1.29cph!
Scene/anim backups + halloween merge
Added a passthrough socket to the phone that passes through power if the phone is ringing or in an active call
Better styling for disabled state on phone dialler next/previous page and save contact buttons
Northern face sculpting & cliffing.
Material consistency improvements.
Tweaked local offset of telephone vm so it's not off-screen
More player ownership checks
Readded missing PlayerModifiers component to player prefab, fixes teas not working (must have been lost in a merge)
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unsaved comment (no actual changes)
Rerouted and connected together the two northern roads, around the mountain.
Review of Harbors, Excavator, Junkyard, Powerplant, Trainyard, Quarries, Ice lakes, MT, Power substations, Powerplant, SatDish, Sewer branch, Dome
tweak passenger modules, fixing holes
Initial create branch for taxi module
Tidy up, deleted mess from culling experiments
merge from Halloween_2020_Patch
merge from Halloween_2020_Patch
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Re-splatted highlands (2/2)
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merge from Halloween_2020_Patch
overcast chance 0 due to visual concerns - needs further testing
cherrypicking
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Re-splatted highlands (1/2)
skull spike candle variant actually has lit candles at night
Bugfixes with group load / unload
Rainbow grid jitter mitigation & better horizon fading
Ghost sheet no longer user craftable
Added Ghost sheet to Halloween loot table
Fixed bug with group removal, built upon test to load / unload groups.
Airfield, Compound review
Going over caves scenes, caves dressing scene, adding missing files from initial batch
Some other scenes reviewed (WTP, Bandit town)
Overgrowth scene and prefabs conversion. Switched incorrect foliage materials to Core/Foliage
merge from Halloween_2020_Patch
Ghost sheet icon, crafting cost, protection setup
Foliage_v3 Temperate_Grass_c asset model path fix
Fixes for incorrect files
BaseCombatEntity now stores last person you attacked.
More events work.
merge from /Halloween_2020_Patch