197,744 Commits over 4,140 Days - 1.99cph!
Fix incorrect ground FX type calculation
Added soft particles + double-sided ligthing via transmission + smoothness to LitParticle shader
Remove DDraw and restore calorie penalty
Tweak minicopter push behaviour
Although successful in editor, comparing physics materials by object fails in builds, perhaps due to bundling. Compare by name instead.
Fixes terrain trail FX not working correctly in builds, as well as incorrect tyre sound.
Quick property naming particle shader & material fix
Hooked up the attached car reference on the PlayerRepelTrigger
Doubled car spawn default population density from 1.5 to 3. Spawns around 50 cars on a 4K map.
[Audio] Added music files and music clips.
Fix vehicle lift losing its reference to the occupant trigger
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Apply additional overrides to the Vehicle_Lift.prefab base
New foundation steps icon
Remapped metal.shopfront to fit latest building atlas texture changes
[D11] [#3848] Setting the isDone flag correctly.
Fixed OBS_MODE_FIXED/CHASE/IN_EYE causing bad spectator behavior due to the player's movetype being set to NONE
[D11] + Material changes in the Airfield to match up buildings with Steam (Bug 4096)
Removing MagnetSnapZone and missing scripts from Vehicle_Lift.prefab - will this resolve the warnings?
[D11][UI][#4176] Fixed Player t-posing in the inventory screen. [#3708] Fixed crafting max playing multiplying sounds.
[D11] [#3848] Preventing the nullref errors.
Run code gen for new console commands.
Fixed UI script using wrong client class.
Supressing errors from NVG compatibility.
[D11] [#3848] Pinging the servers - client/server parts.
[D11] + Material changes in the Outpost/Compound to match up buildings with Steam (Bug 4096)
Renamed method in BaseOven to fix error
fixed incoherent normal import options on stone walls, stone low wall matches other walls thickness
stone corner conditionals look better across all angles
special stone corner for wall.window block
[D11][#2763] Can no longer stack foundation steps.
T1 engine comp spawns
S2P Roadside monuments
Fixed radial menu regressions outside of building plan
Added poolable component to several new building block pieces
Pie menu rearrangements to make the new building blocks more muscle memory friendly
Pie menu supports button splitting when 2 entries are set to the same priority
Ramps soft collider uses transparent layer instead of collider info
Fixed missing backface on twig ramps thatched fluff
Reworked prefabs of stairs.triangle.spiral/stairs.spiral stone and toptier to mirror previous stairs setup
Disabled scrap transport heli spawns
foundation.steps remodel to fit floors/no clipping through walls as well as continuous slope
some UV rework on wood foundation blocks