126,876 Commits over 4,109 Days - 1.29cph!
Show notification panel in vitals list when any tea effects are active.
[D11] Reducing LOD levels from four to two used for the water to reduce the game object count. Using a 10km outer grid to cover the gap between water and the horizon.
Enable LOD_FADE_CROSSFADE on instanced objects
Added D11_INSTANCED_TREES to put trees into the instancing system
[D11] - Fix for AO looking to heavy
[d11] lodding/pre-loading skinning improvements
Buff icon tooltip improvements
[D11] - Tweaked HOT screen effect
Editing mass and performance
Cars still having trouble with steep hills, so further increase power and grip. Removing burnout modifier as it reduced grip at low speed, which although it looks cool, is really the opposite of what we need.
Some manifest prefab changes
Trees are now affected by hurt volumes on cars, supports running into trees to destroy them
Moved vehicle pushing logic to BaseVehicle
Kept specific push logic between cars/boats in overrides to preserve custom logic
Added vehicle push logic to the minicopter
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Merge from Main -> Vehicles
Collision/interaction fixes for 1module_cockpit_with_engine
Revert triggerparent base entity change as unfortunately it wasn't the fix we hoped
Converted the IO entity editor to a Editor Tool (Access by pressing the tools button in the top left of the editor near the position/rotate/scale buttons)
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Water effects WIP
More file organization & cleanup
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Log a warning instead so nobody even sees the (useless) error unless they check the console
Get rid of Debug.LogExceptions
Move changeset in disconnect reason to the start of the message so it doesn't get truncated
Terrain splat vfx optimization WIP
WIP vehicle damage texture
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block player input on crate_mine
Disabled saving on Rust.AI animal agents
Re applying all prefab references again.
Updated decal material conversion tool
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Fixed missing references in foliage benchmark. All benchmarks should run without error now.
merge from tc_stacking_deploy_fix