193,300 Commits over 4,079 Days - 1.97cph!
Having a look at cleaning up character textures and materials where possible
Lootable entity. A container that can be looted but not opened.
complete rewrite of detonator/pager entities
Actually fix power line mat this time?
Actually fix power line mat this time?
Fixed corp deserialize not pulling the correct stats.
Let's try power lines again
Merge in power line materials fix
Merge in power line materials fix
Powerline materials didn't seem to be committed to Plastic correctly. Let's try again.
Make sure D11WorldSpawn.RefreshAll runs before LODGrid.RefreshAll so that objects spawn in correctly
Fix for SceneToPrefab incorrectly converting disconnected prefab instances
Rolling back eac_hashtool to
30746
Rolling back eac_hashtool
30746
Fixed displacement sampling
Fixed water body error on server
Fixed instance buffer resize
Tiny disturbance effect tweak
Apply VDC fix for custom detail/detailsprites textures with different aspect ratios from the original
Automatically switch the detailsprites material for an EP2 one if the map appears to have EP2 detail sprites
Fix for quality/player settings
More client/render guards
Added server.globaltrees convar to disable global broadcast of trees (saves 500MB on PS4)
Awful workaround for flyhack false positive from certain palms
Subtracting
31686 to prevent insanity
Create directories if they're missing during prefab build
pal_med, palm_small and palm_tall are using mesh colliders on the server (palm_short remain unchanged)
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Merge from streaming branch
Fixed client/render errors and warnings on headless server
Adjusted clutter palm culling distance
Added poolable component to new palm tree prefabs
Fixed LODs / billboard culling on new palm tree prefabs
Decomposed monument & other "SceneToPrefab" prefabs
merging building optimisations