123,987 Commits over 4,171 Days - 1.24cph!
Minor driving physics changes
Fix driver inputs staying around after the driver got out
[D11] [UI] Controller Icon updates in scenes that were missing the component.
[D11] Launch Site first pass fix.
[D11] Experimental delayed Entity spawning...
Another attempt to disable burst on linux
BaseRidableAnimal compile fix
Client/Server fixes
Fix instruments not playing notes over network (actually tested!)
Fixed IK not working over network
Vehicle audio work + fixing bad prefab IDs
Changed chassis options them to be prefab variants of a base chassis prefab, as they were starting to share more code
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Created sound definitions for basic car sounds
Remaining Bandit Town conversion (sans stuff related to unlit shader emissive bug)
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Engine audio inspector params
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[D11] merge from d11 main
Latest terrain generation changes: Forests not random perlin anymore (desposits/flow based)
Arid cliffs draw distances aligned with temperate prefabs
Adjustments to forest populations, still wip until complete 4k support for splats/topos
Save/load favourited items between sessions
Include IO entity name in controller info response
[D11] [UI] Cleanup UIControllerIcons lines.
[D11] [UI] WIP Textures loading on incorrect platform fix.
Reworked favourite button behaviour.
Subtracting caching, trying something different
Blueprint lists refresh immediately when toggling favourites.
Merge from main d11 branch
Reverted hdrp high back to deferred only
[D11] strip DEBUG_DISPLAY to remove a lot of variants
Sort favourited items to the start of each crafting category too (by craftable/un-craftable group)
Show favourited highlight on blueprints in crafting screen too.
Tweak favourite highlight marker.
[D11] another shader compile fix