200,695 Commits over 4,171 Days - 2.00cph!
Approximate North<->Launch Site road tunnel blockout, pending final pieces.
Removed some unused RPC's
Added a per number censor option for numbers displayed in the directory view. Censored numbers will be stored in the /phone folder in the install and will be cleared with a wipe.
Created a boot icon. Now using it for the taxi module passenger button. Also fixed incongruous settings on joystick icon
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Update taxi module inventory icon
Roadsign pole colliders now match the actual thickness of the pole
Fixed a case where a player disconnecting during a call would be holding the phone receiver when reconnecting (disconnecting should always fully separate the phone from the player)
Splatting. UVMIX tiling improvements on rock & snow
Updated scripts that set shader globals
Removed old music at stables
north pre-splat checkpoint
splitting drop box component
You can no longer shoot when clicking on empty space around a modal panel
another horse dismount death fix, RIP Trausi
removed horse debug define
potential fix for horses randomly killing people during random dismounts
Picking out various terrain extensions etc. from hdrp branch.
Fixed calling gui.OpenURL from a modal panel preventing player from interacting with the gui.OpenURL confirmation dialog
Added IAISleep and implemented.
Added BaseSleepState.
Redesigned Sewer branch outdoors to make nicer road connections to rest of the map
FetchTerrain shader method now returns metal / smoothness and occlusion.
Added IAIEnergyBelow and implementation.
Added EnergyBelow event stuff.
Fixed Shadowfrax "midget" problem - shopkeeper position sinking below
S2P Stables_b
Fixed pine tree materials, tweaked swamp and palm trees
Potential packet flooding fix
Moved Easter menu video into archive folder
Merge from demo_toggle_nvg
Merge from camera_recording
Enable recorder and director packages
Applied Paddy "Phone booths for Stables" shelve
S2P Stables
Refreshed Craggy Island to use the same workflow as the other new maps for concistency
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Added debug.editorSelectInRange to select all entities in a range from the player in the editor for copy+pasting into a scene at edit time