193,910 Commits over 4,079 Days - 1.98cph!
[D11] Free memory changes
static camera loading fix
[D11] Adds garbage collection on start of new game
reduced texture streaming and garlic heap sizes
further refactor/simplify/optimise
[D11] Removed XboxOne Define from ServerMgr
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[D11][BOOT FLOW][#3767] XB1 StartupImage
Disabled backface raycasts and re-enabled FP's implementation - doesn't work on collider shapes with PhysX
[D11] XBox free mem reporting
[D11] Re-enable GC panic mode
[D11] [UI] Updated D11 Logo. Credits screen will now attempt to translate headers.
Fix up modules after merge
[D11] Latest free memory changes.
[D11] [UI] Fixed typo in translation for Helicopter. Added helicopter translations to American English file.
Merge from cinematic_branch (demo file writing changes)
Merge from Vehicle VFX -> Vehicles
More engine internals work
Update debug camera from cinematic branch
Implemented all wheel/terrain effects onto the chassis types
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Simplified rigidbody sleep check for vehicles. Tested on procedural. Now more reliable, all vehicles sleep eventually, even if in water or perched on a rock.
Surface trail & spin effects
Fixed debug camera input being processed while player is unfrozen
Fix cambone command throwing exceptions
Test map edit + tweaks to grip settings
Refactor terrain quality states into objects (basically GoF State pattern)
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Move GroundQuality definitions, plus extras
Different grip levels for different terrain types
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Manifest rebuild after merge.
Merge from Main -> Vehicles. Protocol++.
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Merge back from CarPhysicsChanges>Vehicles
Friction and drive force edits
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delete RC bookmarks functionality
surface.DrawPoly with no arguments causes an expected Lua error, rather than printing a warning into console.
Fixed RichText crashing when containing a lot of text without newline and with the same color