115,502 Commits over 3,959 Days - 1.22cph!
plant pots plus pile variation, lods and materials (which also include rake and handsaw)
Generated new console commands for navmesh carve optimizations.
Navmesh carve optimizations are off by default.
Added a threshold to when navmesh carve optimizations are applied to a building when carve optimization is enabled.
Wooden cabins
Simplified coliders
Fixed wrong material on LODs
Removed some deprecated scripts
individual clothes prefabs. Materials and lods
river reeds popuplation tweaks
Cherry picked probex NRE fix from main
procmap reeds prefabs to replace temporary river prefabs
Reeds models/textures/materials/impostors
Initial Xbox One fixes, native dlls
Dredge dressing
Ladder triggers
Dredge lights
Tweaked swamp water material
Tweaked swamp tree bark materials
Made swamp trees larger
team creation convars tests
team ui
added 87 new threads on reddit RE the game being ruined
Replaced dredge with prefabs
Fixed post-merge proc and craggy scenes
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Improved river to water transitions
Tweaked river hapis material foam settings
Added new Ocean water body prefab to all release scenes
Updated hapis water bodies to new system
antirad pills fbx prefab etc
various signs: metal, wood and tarp
various pots, kettle, moonshine bottle and milk churn
something went wrong with the textures being unassigned to the rocking chair composite material
Cherry picked imposter bake fix from bandit_town
wall light (light fixtures folder) - probably will have to adjust material/texture of the glass; it looks pretty dodge in unity
Fixed impostor baking for renderers with multiple submeshes
black bin, materials and lods like the others
rocking chair prefab (contains material for yoke and metal wheel)
Disabled clipping; touched shaders
[D11] More console changes, allows for package builds (with manual intervention for now), and loading into a level from FE.
[D11] More changes to get console versions working - wip