192,983 Commits over 4,049 Days - 1.99cph!
Add bootstrap time into benchmark data
Benchmark track hitches and freezes
[D11] Fix for demolishing objects with a hammer causing an error, and disabled CreateServer/MyGames screens from being active on startup
Include system info with benchmark data
Remove some unneeded shaders
Renamed editor classes, fixed bug that caused duplicate wires to be produced.
Fix for TreeEntity MeshOccludee bounds not being updated when trees are moved between pool types
[D11] [UI] Cached Server ID to access it later in certain pages in-game (WIP).
[D11] Removes footstep sounds
[D11] Remove debug log from connected player
[D11][UI][#1329] Enabled get GamerCard on xbox from connected players screen
[d11]optimization] D11_ENABLE_PARTICLE_OPTIMIZATIONS Some lod/emitter scaling. Think it got taken out to verify some bug, but i don't think its an issue.
Updated how benchmark results are reported
Fixed proceduralmap error when loading map
[D11] Boat mount audio bug
[D11] [UI] Added missing translation for insufficient funds when creating a server. Tweaks to layout and code set-up for various pages related to server admin page. Renamed ServerInfo to UIServerInfo to make it more apparent that the class is for the UI Server Info Popup/Prefab.
[D11] various ps4 shader format fixes
Merge from world_serialization_2
Fixed Trainyard food spawner max population exceeds the available spawn points
trainyard S2P
Removed BitUtility.Float2Short workaround
Fixed compount sometimes spawning underwater (edge case)
[D11][#2573] Fix for auto-reload working
Added "Import Map File" context menu to TerrainHeightMap
Enabled world transfer by default
Reapplied some prevent movement blockers on excavator monument
excavator scene2prefab
Attempt to fix triangle floors collision gap
backup Tundra and Arid forest populations progress
Fix for the excavator monument topology mask letting cliff to spawn within
Add module entities to the map
Fix for 1module_cockpit_with_engine
Module entities have seats and steering wheels
Created entities for all vehicle modules, and set up models and colliders for them. Client colliders are (usually) a single mesh; server colliders are a convex mesh where possible or else are compound primitive colliders.
Vehicle module entity work
Base car module entity prefab, plus other vehicle edits and fixes
CraggyIsland clean up
Fixed respawning in the ocean on CraggyIsland because it's driving me crazy