198,617 Commits over 4,140 Days - 2.00cph!
Better player positions in vehicle seats (although the driver can't "hold" the steering wheel while also sitting in the sear correctly - animations or car size will need to be adjusted for that).
Made vehicle wreckage and explosions poolable
Stopped engine start sound playing on already-occupied vehicles when a new player connected.
- Fixed a bug in making builds where an #if UNITY_EDITOR was needed.
- Added a revision number to the main menu in builds, taken from the Plastic SCM revision.
- Removed missing scripts from the main menu scene - I went way back in time to before I started working at FP and they were already missing then.
Added a button to my tools window.
Automated Linux DS Build #25
Automated Windows Build #25
Automated Linux Build #25
Automated Linux DS Build #517
Automated Windows Build #517
Automated Linux Build #517
* Added a bit more friendly error messages when creating an addon with GMPublish
* Fixed a crash related to decals on high poly models by preventing decals on high poly models
FOR FUCK SAKE ocean shader/texture
Fixed missing blood FX + wreckage edit
Cherry picked deferred mesh decal optimizations
Optimized deferred mesh decal visibility culling; now 5-6x faster + more profile samples
Major merge in from vehicle damage etc branch.
Merging NetworkPlayer refactor into trunk.
Fixed buffer readback native interop lost in merge
Added some force to explosions because it's cool
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Updated rust native renderer dll
Fixed crash on reload
Fixed resizing issues
Updated native binaries
Vehicle respawning working in the real level
Nuked procedural virtual texturing
Vehicle respawning work. Fixed init order bug. Corrected a few Random.Range errors around the project.
Fixed various prevent building colliders being marked as triggers
Added decal culling script to all static deferred decals
Might possibly fix some servers not letting some people craft skins
layer set, camera rotation defaults
Fixed potential NRE/crash in buffer readback
CorpseCreator NRE fix and more Machine persistence
Fixed billboard shadows in osx/opengl