193,831 Commits over 4,079 Days - 1.98cph!
[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.
[D11] Projectile optimisations, capped ranges and capped lifetimes.
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Randomise saturation check, implement is powered checks and longer interval between saturation checks
Fix sprinkler fx playing incorrectly when it is enabled via LOD
Added a precache option to ParticleSystemContainer that precaches all required LOD components and ParticleSYstems in PrefabPreProcess rather than via GetComponents at runtime.
This also fixes the case where multiple LOD components on the same particle system are not called by a ParticleSystemContainer
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Cleaned up fluid switch lods
Sprinkler fx fix
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Sprinkler prefab stuff & missing meta.
Allow TriggerParent to hook into the dismount system of a mountable, automatically dismounting a parented player if they clip into something
New TriggerParent doClippingCheck option, which de-parents parented entities if they clip into an obstacle.
Ensure IOEntity processes outputs if any slots passthrough has changed, not just slot 0
Can override passthrough amount per slot to disregard the energy / outputs calculation
Updated sensor to work with new IOEntity changes, too much water and not enough water checks are now in place