115,252 Commits over 3,959 Days - 1.21cph!
Added a DisableMeshCullingForPlayers bool to BaseMountable, enabled it on the modular cars
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.
Scene backup - NVG workbench shot
Added geometric refl/spec anti-aliasing
Fixed player.mount command not working on modular vehicles
Disabled by default
Rate limiting config
Codegen
Adjust PlayerRepelTrigger sizes as well. There's no reason why they really need to extend under the vehicle chassis
scope position fixes to 3rd person weapon attachments, cleaned up positional offsets on some scope models & re-exported
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
Slight increase to top speed calc
[D11][#4118] Building plan outline no longer goes invisible underwater
▇▆▅▋▇█▊▊ ▉▇▌, ▍▉▅█▉ ▇▇▄▅▄▋▉▅▍▌▄▆▋▌, ▍▄▌ ▉▋▄▍▄▌ ▆▍▌▊ ▉▆▆█▋▉▉▅▇▉▌▆▊▊
[D11] - Tweak to HOT + Swamp water material
[D11] Nullchecks in D11DynamicInstancing
[D11][UI][#4010] Changed inactive button prompts colour. [#4153] Disabled button prompt for non XBL accounts for view gamer card
[D11] New HDRP DoF commands
Fixed "Parented sleeper on vehicle teleported to world origin (wtf)"
Show notification panel in vitals list when any tea effects are active.
[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.
Enable LOD_FADE_CROSSFADE on instanced objects
Added D11_INSTANCED_TREES to put trees into the instancing system
[D11] - Fix for AO looking to heavy
[d11] lodding/pre-loading skinning improvements
Buff icon tooltip improvements
[D11] - Tweaked HOT screen effect
Editing mass and performance
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.
Some manifest prefab changes
Trees are now affected by hurt volumes on cars, supports running into trees to destroy them
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
▊▌▋▍▍█▇ ▊▉▉▆▄▉▉▄▉▌ ▉▅▋ ▌▌▅
▅▉▄▋█▉ ▌▅█▅▉▆▌▍▇▍ █▍▅▇▊▊▍▊▋▉ ▊▋▊ ▆▋▇▉
▊▆▇▉▄▋ █▊▇▌▋█▆█▊▇ ▄▆▅▍▉▇▋▆▊▍ ▋▅▇ ██▄▅
Merge from Main -> Vehicles
Collision/interaction fixes for 1module_cockpit_with_engine
Revert triggerparent base entity change as unfortunately it wasn't the fix we hoped
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)
▇▋▍▍▊▆ ▄▉▌▇▍ ▄▍▆ ▆▌▍▌ ▋▇▍█▋▄█▆█.▋▄▌▍▍▇▇▊ (▄▌▋▄ ▅▉▄▇▇▍) ▋▌▄▄█▌▉ ▄█▄▌▍ ▌█▇ ▋▇▉▍█▄▋▉ ▉▅▍ ▆▌▊▋▍▅▇▅▋██
▊▉▍ █▌▌▇▋▄ ▍▆▊▇▆█▇▍ ▍▍▆ █▌█▉ ▋█▋▄▋▉▋▋▍▇▊▍.▄▍▅▌▅▋▅▄▄▅▆██▌█▆▋▅▍▋ ▄█▊█▅▇▍ █▅ ▉▊ ▄▊▉ ▆▄ ▋▅▄▊▋ █▉▉▅▇▊▍▅▉ ▍▋ ▇▌▍'▉ ▆▋▊▌▋▊ ▌▉▉▆▋▍▉▇█ (▊▅▆▄ ▊▍▅▆▌▊)
▄▆▊▉▌▋▋▊▊▋▍ █▅▍ ▄▉▍ ▄▌▉_▋█▋▄▆▊▄▌▆ ▊▅█ ▌▆ ▋█▆▍▊ ▉▄▇▌▊█▅▄▇ (▄▄▍▅ ▇▇▍▉█▉)
▇▆▊ ▍▇▄▉ ▉▉▍▅▊▇ ▄▇ ▇▉█▊▄▉▄▉▊▋.▆▋▄▄▉▇▅▍▊▊▇▌▄▍ (▌▅▍ ▊▅▆▇▊▌)
▋▄▋▉▍▇▍▆▊▍▅▅▆▉█.▄▉▍▊▋▇▄█▉█▌▍▊███ █▉▌▆▄ ▋▌▅▉▊█▊▍ (▌▌▉ ▊█▉▉▆▊)
Water effects WIP
More file organization & cleanup