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115,252 Commits over 3,959 Days - 1.21cph!

5 Years Ago
Added a DisableMeshCullingForPlayers bool to BaseMountable, enabled it on the modular cars
5 Years Ago
Increase modular car decay time to last 36 hours when inside, at least until we have new systems in place. Cars take a lot more effort to set up than e.g. a minicopter.
5 Years Ago
Edit car protection
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5 Years Ago
Scene backup - NVG workbench shot
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5 Years Ago
Merge from main
5 Years Ago
Added geometric refl/spec anti-aliasing
5 Years Ago
yolo merge from comp
5 Years Ago
Fixed player.mount command not working on modular vehicles
5 Years Ago
Disabled by default Rate limiting config Codegen
5 Years Ago
Adjust PlayerRepelTrigger sizes as well. There's no reason why they really need to extend under the vehicle chassis
5 Years Ago
Manifest
5 Years Ago
scope position fixes to 3rd person weapon attachments, cleaned up positional offsets on some scope models & re-exported
5 Years Ago
Added an optional Up axis check to the TriggerPlayerForce volume so players aren't repelled away while standing on a vehicle while it's flipped
5 Years Ago
Slight increase to top speed calc
5 Years Ago
Merge from main
5 Years Ago
Cherry pick 50665
5 Years Ago
[D11][#4118] Building plan outline no longer goes invisible underwater
5 Years Ago
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5 Years Ago
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5 Years Ago
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5 Years Ago
[D11] - Tweak to HOT + Swamp water material
5 Years Ago
[D11] Nullchecks in D11DynamicInstancing
5 Years Ago
[D11][UI][#4010] Changed inactive button prompts colour. [#4153] Disabled button prompt for non XBL accounts for view gamer card
5 Years Ago
[D11] New HDRP DoF commands
5 Years Ago
Fixed "Parented sleeper on vehicle teleported to world origin (wtf)"
5 Years Ago
Ground effects progress
5 Years Ago
Show notification panel in vitals list when any tea effects are active.
5 Years Ago
[D11] Reducing LOD levels from four to two used for the water to reduce the game object count. Using a 10km outer grid to cover the gap between water and the horizon.
5 Years Ago
Enable LOD_FADE_CROSSFADE on instanced objects Added D11_INSTANCED_TREES to put trees into the instancing system
5 Years Ago
[D11] - Fix for AO looking to heavy
5 Years Ago
Merge from main
5 Years Ago
[d11] lodding/pre-loading skinning improvements
5 Years Ago
Buff icon tooltip improvements
5 Years Ago
merge from main
5 Years Ago
[D11] - Tweaked HOT screen effect
5 Years Ago
Editing mass and performance
5 Years Ago
Cars still having trouble with steep hills, so further increase power and grip. Removing burnout modifier as it reduced grip at low speed, which although it looks cool, is really the opposite of what we need.
5 Years Ago
Some manifest prefab changes
5 Years Ago
Trees are now affected by hurt volumes on cars, supports running into trees to destroy them
5 Years Ago
Moved vehicle pushing logic to BaseVehicle Kept specific push logic between cars/boats in overrides to preserve custom logic Added vehicle push logic to the minicopter
5 Years Ago
Driving physics changes
5 Years Ago
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5 Years Ago
Merge from Main -> Vehicles
5 Years Ago
Collision/interaction fixes for 1module_cockpit_with_engine
5 Years Ago
Revert triggerparent base entity change as unfortunately it wasn't the fix we hoped
5 Years Ago
Converted the IO entity editor to a Editor Tool (Access by pressing the tools button in the top left of the editor near the position/rotate/scale buttons)
5 Years Ago
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5 Years Ago
Water effects WIP More file organization & cleanup