193,280 Commits over 4,049 Days - 1.99cph!
[D11] Disable PS4 shareplay for beta + final builds
Rivers rocks LOD's set up
[D11] + Gas Station - FBX files converted to used prefabs + Scene to prefab
terrain config biomes color tweaks
Fixed corn plant material, textures and prefabs
Added dummy core foliage shader for signaling conversion
[D11] + Bandit Town - FBX converted to used prefab files + scene to prefab
[D11] 13 particle system optimisations
[D11] + Compound - FBX files converted into used prefabs
Plants LOD meshes and vertex colours for final LOD
[D11] Fixes turret optimisations.
Disable notifications in server builds by default (temporary)
Fixed F3 debug view mode getting stomped
oops, got the return values wrong
[D11] [UI] Added localisation helper tools. Added localisation support to TMP to help us filter out localisation issues.
Added some extra debug checks to flif decoder
trumpet viewmodel updates
Removed LockRotation third person stuff
Cleaned how camera mode is selected from mounts/helds
[D11] More realtime on screen network stats
In FirstPersonWithArms only show HideIfOwnerFirstPerson shit if it's the held entity
[D11] Cabin a and b. Still needs navmeshes and col files.
Fixed profiler block mismatch
Fixed Wearable not marking itself as dirty when renderer array changed
[D11] optimises traffic sent from turret aim code.
merge from hungarian_team_fix
[D11][DTLS] Improvements to DTLS code.
[D11] + Potential fix to industrial_bld_j not updating
PlayerInventoryProperties all skinnable, removed skinnedWear
Fixed double deploy sfx on jerry can guitar
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Rename VehcleModuleManagerInventory to ModularVehicleInventory
The unused loot container that the garage needs (for when there's no vehicle on the lift) caused some confusion for the Item loot move method. Protocol++ to add a lootMoveAllowed bool to PlayerLoot, synced server->client. Defaults to true.
WIP moving note data into scriptable objects
Move vehicle loot into the right container