122,180 Commits over 4,048 Days - 1.26cph!
More desert boundary stuff
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Global tree billboards work in demos (maybe, needs testing)
Moved roadside / railside foliage to decor system (this can be cherry picked to main with a network++)
Drop roll and hard fall player animations.
Updated cinematic anim controller.
Updated Wolf avatar image
Added a prefab version of analytics trigger (Assets/Prefabs/Misc/Analytics)
Added trigger to entrance_monuments_a and entrance_monuments_b
Adjusted name of each event in monument scenes
S2P trainyard, powerplant, military tunnel, launch site, both harbors, excavator, compound and airfield
Added a TriggerAnalytic component that can send an event every time a player enters it
Includes a per-player timer so a player can't trigger it more than once every two minutes
Fixed train tunnel deaths only counting if they are in or near the entrance stairwell (should now be counted anywhere in the tunnels)
Made it easier to shunt around long trains. Calculate the total mass in a less realistic but more fun way.
Playblast timeline changes. Added directory to ignore config
Made train wagons indestructable for this release (until we get gibs)
Fixed wagons not syncing position to the client. D'oh
Fixed trigger NRE with coupling
Fix oil rig deaths not being counted (incorrect monument bounds on OilrigAI prefabs)
S2P
Fixed incorrect wagon rail height
Fixed a bunch of exceptions and rendering issues in the Viewmodel testing scene
Regenerated track splines
Test map edit. Added all the wagons
WorkCart train coupling LOD assignment fix
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Keep the last few clan messages in memory so the app can load them into its scrollback
Refactor how clan chat worked so it can be adapted to support nexus
Fix exception thrown when loading the clan member list and a player has a note set
merge from april_22_optimisations
updates to viewmodel prefab
Added FoliageGridBatch. Allows for more efficient creation of meshes by skipping some of the validation steps Unity performs.
Adding more checks to ensure that foliage grid doesn't blow past the frame limit.
Better rail /rail and road / road intersections
Smoother rail branching transitions and rail / road intersections
Converted added a async alternative to FoliageGridCell.Init
Roads, rails and rivers are now resampled after smoothing
Roads, rails and rivers are now considered splines (resulting in smoother meshes)
Rail branching progress, path resampling experiments
lmg - updates to base export and anims, added initial vm prefab