134,402 Commits over 4,444 Days - 1.26cph!
Added static tile renderer classes
wall.external.high.wood static version for monuments
re-made wall.external.high.wood to current visual standards
Fixed jerrycan clipping on rowboat
merge from wood barricade
motor shop set dressing backup
Added DropZone prefab for custom map makers - modding dir
Fixed broken LODs on industrial_bld_d
Use LOD1 for guide placement on external wooden wall - helps visual placement
Merge from thirdpersonskins (fixes skins not appearing on some third person models)
Added car key item. Plus minor edit to door key description.
Fixed some weapons not aligning properly when using ironsights on ultrawide resolutions
Put the z offset that solves the clipping issues at ultrawide resolutions behind the graphics.vm_fov_scale convar so we can fully revert back to the old weapon look/feel
Adjust car steering speed, max speed
Disallow players placing items into minecart container
backup scenes, applied changes to the lighting prefab inscene
bandit helipad progress backup, setup area for second vendor upstairs at the back, lighting pass, coms mast models
Stop the BigWheelGame throwing errors on listen server: Remove client-side terminals from the server-side terminal list.
Merge camera culling change from Vehicles -> Main
Cull the Vehicle World layer on the main cam
Steering and damage adjustments
Final collision adjustment
Use prevent building box collider on the static car lift, matching the deployed version
Transfer chassis damage evenly between modules
Collision damage adjustment again
Collision damage changes. Catch large damage events more reliably
Immediately after instantiating the UI, disable its root game object, then enable it again. The time spent in UI every frame will then drop by 0.5ms.
Adjusting collision damage after testing
Use a zero-time invoke on collision damage to avoid potential errors due to the restriction on DestroyImmediate calls via OnCollisionEnter
Increase average collision damage further
Fix car collisions only doing 10% of the damage they should be, due to protection properties. Ignore protection.
Add Vehicle World layer to the Main Camera culling mask.
Merge from Main -> Vehicles
Add EnvironmentVolumeProperties to WhatUsesLayer
Save/load dof dist with camera state
merge from building_blocks_2020_surfacefixes