115,366 Commits over 3,959 Days - 1.21cph!
IOEntity liquid basics for fuel tanker module. Still need to handle movement.
fix normal on front bumper
More static water catcher fixes, fixed version in compound prefab
Fixed static water catcher not using correct loot panel
Tidy up supported passes on terrain shader a bit more
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Default the history server list to sort by last played (descending)
tweak engine module collision
Rename ContainerIOEntity Menu_Occpued to Menu_Occupied. Rename StorageContainer Menu_Occpued to Menu_Occupied.
Ignore gravity check for connection exiting a powered pump
Fixed a case when autofilling liquids would do an incorrect height check
Merge from Main->Vehicles
Enabled forward pass on Terrain, Foliage and FoliageBillboard shaders
Replaced LightLOD on fireflies
Untoggled shadows in firefly prefab
Changed shadow cascade settings to default main
[D11] [UI] Temporarily disabled player inspect screen. Added support for stat name translations in player inspect screen.
[D11][Gameplay][#3920] Player auto-sprint input small fixes
[D11] - T2369 - Texel Inconsistencies - Fix - Upped resolution on appropriate maps
[D11] - T2368 - Some Viewmodels are Low Quality - Fix - Updated Materials from FP branch.
Remade twig/wood/stone tier ramps to conform to new metrics
fixed chassis attachment, tweak colliders
fixed engine conditional
[D11][UI][#3941] fixed hierarchy issue in ingame options
Fixing the BuildOptions for the linux64 debug build.
[D11] Removed collider from Underwater Plane in Ocean prefab
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Fix direct connections from water source to sprinkler (regression introduced today)
Steering bias adjustments per chassis type. Enabled anti-roll forces and set to to 20%.
Increase water per splash from sprinklers from 20 -> 30
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Subtract bumper collider change
Move Bumper_Back_A_COL to be a child of Engine_Panel_Back_COL so it'll get disabled with the other back parts
Make conditional setting more efficient, only set if things have changed from last time
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