126,863 Commits over 4,109 Days - 1.29cph!
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New EntityFlag_Animator component for controlling animators
Fluid switch handle animation hookup
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No longer need to add foliage meshes to MeshCache
Reverted from using NativeArray in places
[D11] tracer optimisations
[D11] Testing framerate independent camera movement speeds
[D11][#3631] Adjusted light brightness.
[D11] Reduce clientside tracer fx to reduce raycasts
[D11] Fix for bandit town backface culling
[D11] MattS - fix tree pooling (again)
[D11] More satellite Dish Z fighting fixed
[D11] [UI] Removed "\r" tags from localisation files.
[D11] [UI] Vending machine "Vending..." text localised.
[D11] Updating Shaders to use G channel for AO.
[D11] Fix for barrel Spotlight incorrect rotation
[D11] [UI] Fixed non-localised (hard-coded) string in loading screen.
[D11][UI] Added options for extra menu
[D11][Gameplay][#3715] Crouch toggle/hold fix
[D11] [UI] Updated localisation files. Fixed crafting queue string not translating correctly in single text box.
[D11] + Fix to sections of the RHIB being stripped during pre process
[D11] Rest of the weapon pfx
simplified fluidswitch anims down to 2
[D11] Tool for scanning materials and determining which ones are duplicated [Tools > Materials > Find Duplicates]
rigged and animated fluid_switch
fixed medium monuments stall
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Merge from foliagegrid_benchmark
Bug fix and format tweak.
Fix MarkHostileFor stomping the client's hostile duration timer with shorter values
[D11] Gamepad/PS4 user login refactor
[D11] Fixed rotation issue with Wall_300_pillar
[D11] Asset Optimisations
rigged and created idle on animation for sprinkler, updated prefab
dung updates/tweaks.
reduced the water requirement gene multiplier.
[D11] Bandit Camp Fog Update.
[D11] Projectile optimisations, capped ranges and capped lifetimes.