115,306 Commits over 3,959 Days - 1.21cph!
Prevent residual water/dirt/smoke FX when teleporting vehicles
Vehicle teleport now moves instantly instead of lerping to the new position. Also added support for non-Spawnable type vehicles to move back to their initial position using the ReturnToSpawn system as well.
+ Added some changes to the water shader
+added changes to the HDRP water, that needed to be changed for some reason the material never pops up until the shaders been pushed
+ Added some changes to the water
[D11] [UI] Added missing translations for platform filter option on leaderboards screen.
[D11] Change scale of Noto font so Japanese text will display in popups
merge from skeleton_optimisations
[D11] [Inventory] [#3339] Trying to use "throw one" function on an empty inventory slot no longer causes a crash
[D11][#3279] Fixed missing translation in loading screen, fixed error translation in Leaderboard screen
Merge from skeleton_optimisations
Added some prefabs to content bundle
[D11] [#3280] Upright boats in bandit town have collision.
[D11][#1127] Added delay to held entity deploy to to prevent 2 held entity's displaying at the same time
+ Changes to the ice Lake has a HDRP vertex blended shader
Fix for instancing system trying to set mip levels for non-streaming textures
[D11] [#3173] Spamming Favourite no longer crashes on PS4.
[D11] Texture resizing for Cliff rocks
[D11] [Art] [#3329] Planters at launch site are visible and have plants in them
Subtracting
44822 (it completely disables nested prefab preprocessing in the editor, which will break)
[D11] Fix for duplicate CullingVolume script
wip light sources for ore node highlights. Reworking some light source stuff.
[D11] Fix Bear Fur MAT issue, Floating asset issues at Launch site, and toilet rolls incorrect position at Gas Station
Finished wearable replacements
Fixed inside terrain antihack issue at cave_large_sewers_hard
cave_large_sewers_hard S2P
[D11] [#3115] Fire arrows correct for Compound Bow and crossbow.
Setup beard replacement prefabs etc.
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Wooden wall around test map, prevent driving accidentally out of bounds
Merge from Main->Vehicles
Undo prefab unlink commit. Let's try Jarryd's new fix instead.
Potentially fixed nested prefabs becoming corrupted after playing in editor
Stops PrefabPreProcess running ProcessNestedPrefabs in editor if we're not bundling, since running that removes components from the asset on disk and not on the copy of the prefab.
Unlinked the Fuel_tank_vehicle prefab from the modular_car_fuel_storage entity. The prefab link was causing the model to become corrupted when the game was run with the entity in a scene. This properly fixes the "Object GameObject (named 'fuel_tank') has multiple entries of the same Object component. Removing it!" error.
Merge from instruments (typo fix)
Fix typo in xylobone name (will need phrase rebuild)
Merge support for natively playing .mid files
Rename sustainPedal convar to processSustainPedal and default to On
Expose sustain pedal option in Experimental settings