198,617 Commits over 4,140 Days - 2.00cph!
Skip prefabs that cannot be found when spawning the world (custom map fix)
[D11] Adds savegame upgrade from 169 to 171
Deferred mesh decal fix for out-of-range errors on invalid meshes
[D11] + Updated game manifest, attempting to fix local server (Josh)
[D11][UI] Don't load debug ui in master builds in game, removed unneeded main menu videos
Added monument nodes (spawn monuments in predefined locations on a map)
[D11] particle system optimisation in Prefabs\Weapons
+ Changes to particle systems for bullet hits
Added camzoomspeed and camlookspeed
Legs don't need to cast a shadow
Scale the Viewmodel Z between 0.4 and 0.7 so it doesn't clip through your knees
[D11] XB1 BETA build (NOT ENABLED)
Made debugcamera_autosave and debugcamera_autoload saved to config
Added debugcamera_preserve and debugcamera_preserve_default convars to toggle saving to file
Set player_model.prefab up for legs
Added/populated SkinnedMultiMesh.Part.Wearable
Lean forward slightly when looking down
Don't crouch offset the camera when jumping (consistent with the player model)
Limit down look angle slightly
Added Wearable.HideInFirstPerson (optional, optimization)
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Cave LOD's upto level 3 with vertex colours on final LOD mesh
[D11] merges first time save bugfix
[D11] Set up the remaining LOD groups in Content\Props
[D11] Adds in major server changes. entity caching, network traffic optimisation and more. even adds the new mastered music files.
Cherry pick CS
42333 (benchmark fixed res windowed)
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Fixed double-added-entity bug. Reduced redundant data about modules and items. Removed ModuleItemInfo class and dictionary.
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few vfx test files for later use
Updated terrain sampling API, related SFs and shaders
Added vertex alpha terrain blending
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Oil rig 2 backup.
Fixed borked prefab
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Backup
b9 project version
increases ridable animal max frame budget from 0.334ms to 1ms
fixed medium battery max storage