192,986 Commits over 4,049 Days - 1.99cph!
[D11] Including new image assets forgotten from my last checkin. Some new font assets and a small tool for calculating the required unicode character sequence of a given text file
[D11] [UI] Added press start UI Background
[D11] Cleaned up changes to player model. Removed pubic hair
[D11] Cherry Picked
30550 and
30536. Enabled player underwear
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Update US Eng to match UK Eng file
[D11][Tutorial] Craftable items for tutorial are now set in the item def
Removed strings for objects we don't use (explosives, pump jacks).
[D11] Fix broken translation files
[D11][Tutorial] Tutorial hint messages appear on death again, restricted respawn options for tutorial
[D11] Remove Switch Sticks option from Controls Page (It is still available on the controller map)
Added daily limit variable and increased the limit to 2500
Added seperate icons for bank and cash in hud
[d11][Audio] loading music levels fix
Spelling and grammar fixes
[D11] New 2.5D effect on the frontend backgrounds
Knife model, textures, material setup, collision and prefabs world model and view model
Player model bone remapping optimizations
Disable instanced texture streaming until it's working properly
Tidied up instancing code
Added reverse fresnel opacity option to additive particle shaders
Fix for tree skins being inactive (which was causing missing palm trees)
Cops now react to being punched from behind.
Fixed UI notification on the server, and made sure it doesn't come from the wrong side again.
Cherry pick grid LOD fix so jail will show up correctly.
Adjusted Grid LOD size on maps - fixes prison at wrong LOD issue. It was outside the grid.
Merge prison branch work into Working
Added fines for crimes, but they won't take effect until we can arrest without killing players. Refactored taking cash in general, making code to take cash MUCH simpler in general. Some old code was even calculating change, which is unnecessary now that everything is $1 notes.
Created and added more placement blocking to stop bad placement. Worked through a few Unity bugs etc.
Combined reverse fresnel opacity w/ vertex alpha in Particles/VertexLit Blended Custom
Added per-vertex reverse fresnel opacity option to Particles/VertexLit Blended Custom
[d11][Audio] Some mixer tweaks and fixed missing audio from the CH47 Chinook
chinese lantern sound improvements
Added drag based editing and some placement blocking stuff.