198,702 Commits over 4,140 Days - 2.00cph!
Possible NRE spawn fix v2
PrefabInfo is now called Poolable (separate commit to keep the file history intact)
cargo ship scene edits
added a second way up to to the top floor into crew building
crew building wip texturing
[D11] Use Machine Unique Id FTM until we get platform id's in.
Switched to impostor shadows on LOD1
Tweaked shadow bias on bush impostors
Testing a fix for spawn NRE
temp disabled objectives init so I can merge to main
avatar accessory editor states, UI, setup
wip avatar accessory customisation
avatar body customisation fixes
scene updates
further breaking down crew building exterior
Disabled animated cross fade
Updated impostor shaders
Updated some trunk materials
Added impostor for sapling, birch, shrubery_fern and bush; updated views and biomedefs
Fulfill the two players per vehicle requirement
Fallback for maps with no buildings
Spawning players with a car, in a parking lot
Added impostor for tree_oak.prefab; updated views and biomedefs
Added first proper impostor (tree_pine.prefab); updated views and biomedefs
Cleaned up biomedefs
Updated foliage impostor bake preset
Removed tree_pine impostor (on this branch)
New single-pass impostor runtime + bake shaders
Updated beforefoliage shader
Updated impostor shaders
Added tree_pine impostors
Added tree_pine impostor materials to biomedef
Fixed ASE material copy-paste
Updated Impostors to latest
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added recycler just outside bandit town casino
!fixed disable broadcast on shopkeepers oops
fixed being able to turn recycler on/off if you are not the user
inventory.give takes item condition as an optional third parameter
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added support for body customisation: protobuf, browsing, equipping, saving, editor states, definition.
Added beforefoliage impostor bake and runtime shaders
Changed color, hue variation and darken to instanced properties in BeforeFoliage