136,069 Commits over 4,444 Days - 1.28cph!
[D11] + Fences_Walls - Adjusted all sections of walls so that in theory they should transition through LOD's at the same time
Fixed sedan_a_wrecked broken prefab
[D11] + Crate_normal_2 LOD server fix
[D11][UI] Fixed issue with navbar displaying queue. Compile Fix
[D11][UI] Changes to the big wheel loot panel
merge from map_improvments
Only scale from Spine_4 up when equipping an instrument
Reset scale of instrument to one on deploy
Realigned guitars
Doubled minimum note fade out time (0.05s - 0.1s)
Refactored note bindings to be a binding per regular and sharp note, rather than combining both into a single binding. Fixes some issues when quickly playing something like C -> C#
Campfire fire and smoke FX now always go straight up, even when placed on slopes
Eliminated ModularCarSocket. ModularVehicleSocket might have well always have wheel info and simplify things.
Add header image and url to server info command
Code review: Major refactor of modular vehicle scripts to make them less reliant on generics. Some cleanup etc still to go.
Remove unneeded pass by ref
Added a new cluster root that sits above the regular marker container to force clusters to appear above regular markers
Marker data for palm trees
disabled majority of halloween content
[D11] + More fixes to various server assets
[D11] + Fixed the in scene LOD issues of sphere_tank
[D11] + A bunch of fixes to objects that are either messing up on server, or transitioning through LOD's way too early
circuit recomputation logic
circuits recompute when wires are cleared/added
removed OR switch short circuit detection
[D11] + Watch_tower_b Z fighting fix
[D11] Nature/Dunes, Natures/Ores + Nature/Piles
[D11] [UI] Temp fix for placement issues (Will still be broken for placing on terrain, currently investigating).
[D11] + Possible fix to Office_bld_a Z fighting
[D11] Set up some missing LOD groups in Structures\launch_site and Structures\Fences_walls
[D11] Assets\Bundled\prefabs\static LODs
[D11] Fix for unable to rotate items from building plan.
Added secondary network group subscription (this should currently not do anything)
revert a couple of prefabs which pulled in references to non-existent ambient sound lists, which seem to have been deleted from the main branch now anyway.
terrain gloss and splats rework
[D11] Adds quantisation to entity position/rotation to reduce network traffic.
Rust editor Time and Fog now persistent across sessions
[D11] barge_container_park - disappearing fix
Add more information to the pairing message, and truncate them if they're long
Fixed caragoship hull interior culling on low object quality