115,272 Commits over 3,959 Days - 1.21cph!
Code review: Use PreProcess instead of OnValidate/DoPrepare, use [HideInInspector] instead of [ReadOnly], serialize vals as zero in the prefabs.
Code review: Convert VehicleSnapZone to use TriggerBase. Renamed to TriggerMagnetSnapZone.
Fix TriggerBase entity list bug. Entities with multiple colliders could get into the following situation:
- Collider A enters the trigger. The base entity is added to the entityContents HashSet.
- Collider B enters the trigger (same entity).
- Collider A leaves the trigger. The base entity is removed from the entityContents HashSet.
But the entity's Collider B is still in the trigger.
This fix keeps the entity around until all colliders on it have left the trigger.
WIP server message of the day
Fixed Musical Maestro achievement counting static instruments at compound as unique instruments (will take effect after a wipe)
Added a fallback in case these extra instruments had already been tracked
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[D11][UI] Fixed missing locs
[D11] New crane materials in harbor scene
+ Fixed the wood particles breaking
[3254] {PS4/XB1} Environment landscape assets are instancing twice
Foliage seed needed incrementing + various other bits and bats from matt
[D11] + Rest of the Building Core assets LOD tweaked
[D11][UI] Fixed plant info and rotate prompt loc issues
[D11] Tweaked bloom settings
[D11] Localisation fixes for Find/Join Game screen server type strings.
[D11] Updated LitWithDitherFade Shadergraph to allow metallic/smoothness to be changed. Also includes updated SLOD Materials to use new version.
[D11] Fix for Dead Logs being too bright
[D11] Fixes for quick chat spam warning translations.
Roadside monument updates
PlaceMonumentsRoadside now checks TerrainPlacementMap (fixes rare edge cases where roadside monuments could overlap a road behind them)
Added RemoveChildObjectsAlongPath editor tool (useful to strip terrain anchors along path in roadside monument scenes)
Better fix for instancing streaming mips
[D11] + Bunch of Building_Core assets LOD tweaked
[D11] [UI] Fixed quick chat menu shoulder inputs not displaying correctly on first open of quick chat menu.
+ The changes to the blood materials that did not come up. Adam has shown me the ways of file save project
[D11] Skin Material Changes.
[D11] Glass Diffusion fixes
Prefab setup. Tests are also now done based on an assigned priority
+ changes to the blood particle shader
[D11] Translation for picking up dud explosives fixed.
Fixed lost terrain reference in archipleago
[D11] [UI] Updated localisation settings on controls screen headers.
[D11] [UI] Fixed function name typo (was defined out so didn't get renamed in the previous commit)
Removed existing implementation of genetics from GrowableEntity