107,903 Commits over 3,867 Days - 1.16cph!
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More fixes
Ship interior profile
Fixing the winding order on flattened mesh. Integrated the baker into the chunk test.
Fix for see through water when jumping / alt look while on a boat
[D11] Fix for satchel charge fuse sound ignoring mixer (TRC fail)
Tambourine updates -
added player shake anim,
updated vm shake anim to match current audio
[D11] Fix for headshot sounds ignoring mixer (TRC fail)
[D11] Whoops, These are the Assets\Content\Props\small_junk
[D11] Fixed Scaling on Helicopter Gibs, Assets\Content\Props\small_junk LODs
[D11] Set up some LOD Groups in bundled\Prefabs and Prefabs\Deployable
[D11] + prefabs/deployable - LOD Checked, LOD's Converted, LOD's adjusted, LOD's fixed, prefabs adjusted etc
[D11] + bundled\prefabs\radtown - LOD Checked, LOD's Converted, LOD's adjusted, LOD's fixed, prefabs adjusted etc
[D11] Set up missing LOD Groups in Content\Nature and LODs for 2 vehicles
[D11] Assets\Content\Props\Helicopter_parts LODs
[D11] + content\nature\dunes - LOD Checked, LOD's Converted, LOD's adjusted, LOD's fixed, prefabs adjusted etc
[D11] rebuilt manifest after conflict
[D11] + content\nature\driftwood - LOD Checked, LOD's Converted, LOD's adjusted, LOD's fixed, prefabs adjusted etc
Localization, InventoryItems
[D11] + content\nature\caves - LOD Checked, LOD's Converted, LOD's adjusted, LOD's fixed, prefabs adjusted etc
[D11] + content\structures - LOD Checked, LOD's Converted, LOD's adjusted, LOD's fixed, prefabs adjusted etc
Throw exception properly if assets/skins.asset not found
Do prefab warmup in FileSystem_Warmup
Call FileSystem_Warmup in benchmark/demo for parity
[D11] another merge from D11 2019.1 branch (from 42967) untested.
Don't forget to include the GameManifest in the bundles
Extracting all maps out of the gbuffer.
Camera override + example assets
[D11] Potential fix for crash on joining server
[D11] Fixed Assets\Content\Props\door_barricades_static
[D11] [UI] Update controller images.
[D11] Asset fix for missing soil renderer
Server and client vehicle physics now behave the same, and the maximum speed estimate comes out correct on both. Some other vehicle physics tweaks.
Various merge cleanup stuff
Update map image renderer so it works with procgen maps in builds
Tree marker tweaks:
-Don't allow the marker to reuse the last two points
-Instead of running the old system and then clamping to an approved position, move between close positions with some randomness to reduce loops
This should reduce the chance of markers appearing on the other side of a tree from the hit