124,945 Commits over 4,171 Days - 1.25cph!
Timeline styling changes, removed UI sample images
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Added extra anchor to cliff_low_sloped_l due to terrain gap
More sub effects & related files
Fixed issues with world networking (introduced with monument_prioritization)
Better handling of fallbacks
Tweaked road_vehicles to lessen the impact on roadside junkpiles
Merge from monument_prioritization
Alistair approved: Changed mining_quarry_c monument to default priority (was set to high) to match the other quarries
Alistair approved: Changed giant excavator monument to default priority (was set to highest from back when it was first added)
Merge from HDRP_Art_Backport
Updated PlaceMonumentsRoadside to offer similar distance parameters to PlaceMonuments
Assigned missing hit areas
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Full rewrite of monument prefab prioritization when determining their spawn locations and which monuments not to spawn if there isn't enough space for all of them
Don't show suicide menu option when in a demo (doesn't do anything)
Show "Quit Demo" in it's place while playing a demo
Manage suicide button from the MainMenuSystem component instead of it's own component
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When particle bubbles reach the water's surface, have the float on the surface of the water instead of continuing to rise into the air
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Cleanup, fx edit, particle start/stop bugfix, disable Compound by default on my test map
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Added BlurOptimized effect
effects scene backup & related new files
fixed gauge needle AO shadow being baked onto the dial face
added instrument panel emissive texture
other minor sub texture tweaks
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Handle null bones and display warning
StationaryCombat state now uses the newer entity targeting to match Combat state.
Don't spawn harbors in tight places where they end up adjusting the coastline opposite to them (looks bad, leads to glitchy topologies)
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