193,194 Commits over 4,049 Days - 1.99cph!
[D11] Texture size tweaks to tools
[D11] Content/Building and Weapon Texture Resizing - A to D Weapons only.
Fix for instancing not working on certain objects like bushes
Enable burst compiler on foliage culling
[D11] Texture size tweaks to deployables
[D11] Texture size changes for the food folder
[D11] Forgot to check this in for the restart exe feature (2019.1 only atm)
[D11] Remove FPS & FOV buttons from Options - FOV is now set at 60
[D11][DTLS] Syncronized shutdown. Make sure the connection thread has finished and the DTLS instanced has been destroyed before exiting the gane.
[D11] ComponentItems - Texture Resizing
[D11] Texture build size changed for Building and Clothes folders
[D11] Texture Generic Folder - Reduced Texture Size
Merge from skeleton optimizations
[D11] Write keys to log fix.
[D11] Adds Matts ent cache changes
Switch back to .net 4.x (for modders)
Multithreaded foliage "culling"
[D11] [#3121] Fixed Shipping containers and portacabin colours.
Uncomment achievement award
deleted plastic private files
Fix for client side entity cache
[D11] Fixed LOD and Texture issues on various launch site assets.
[D11] [Graphics] [#3193] Holo sight is now working as intended
[D11] Potential entity cache fix
[D11] Tweaked Icon sizes down
[D11] Icon build size made smaller
updated modules, added textures/mat
Fix non-driveable warning not showing up in the UI
Better vehicle snap system, handles multiple occupants
Prevent vehicle "dragging" behind lift changes due to the kinematic snap zone
Disable synced autoplay playback when in teams (was really ping reliant and the new autoplay loops aren't designed for this anyway)
Quick test of behaviour on a rotating platform
Fix distance calculation, adjust trigger area
Fix for not being able to download workshop models. Since most meshes now have read/write enabled for memory reasons we can't read the mesh to output the .obj.
To fix, there's a new process under Tools/Workshop/Export Workshop Models that outputs all of the skinnable meshes as .obj into the StreamingAssets folder and stores the path to it on the Skinnable object.
Then instead of creating the .obj at run time we can just copy the file to the desired directory at run-time.
Base vehicle position on distance instead of collider contains. Remove LiftAreaTrigger on client
Simplified the vehicle lift state system to only what the new lift interaction needs. Protocol++
Added midi codes to the tambourine notes