115,253 Commits over 3,959 Days - 1.21cph!
[D11] [UI] Fixed missing reference in AutoSave Handler.
Dominant gene calc fix.
Only crossbreed with the same species.
[D11] Fixes 512 UI texture
[D11] Fixes 512 UI texture
[D11][UI] Improved error message for failing socket mod area check
Gene replacement.
GrowableEntity attempts crossbreeding when entering the sapling stage (temp).
[D11][#3253] Changed socket_mod_area_check on 3 prefabs to socket_mod_terrain_check
merge from skeleton optimizations
Changed LOD bias back to original values.
[D11] Fixed UI texture sizes which saves about 400megs of VRAM
[D11] More UI Texture fixes
[D11] Adds asset fiddler script to fix UI textures that are larger on consoles than they are on PC
[D11] Adds asset fiddler script to fix UI textures that are larger on consoles than they are on PC
Fixed the neighbouring check including itself.
[D11] [UI] Auto-save icon textures updated. Added logic for autosave animation, removed spritesheet animation. Added missing localisations.
[D11] + Final fixes to helicopters
Dominant neighbouring gene calculation per slot.
Crossbreeding basics.
[D11] More FP materials brought over
Merge from hit detection benchmark
[D11] Base ps4 screen res changed to match base xb1
Added crossbreeding weighting to GrowableGeneProperties
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[D11] Remove cave prefab - update manifest
[D11] Disable SceneToPrefab update all tools menu
Minor edits to repel system. Added testing object to test map.
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Merge from boomer_iteration
Hooked up other prefabs.
Various polish & cleanup.
Working on repel force for non-mounted players inside vehicle. New TriggerPlayerForce script runs on the client.
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Premature boomination fix
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Fix weapons root being left on if no weapons were fired
Update animations