115,430 Commits over 3,959 Days - 1.21cph!
Looking at replacing rather than removing...
[D11] + Remainder of scenes - in scene LOD tweaks + Couple of minor bug fixes (Floating objects, bad LOD transitioning) + Bunch of scene to prefabs of scenes using incorrect prefabs
[D11] Fixed Airfield SLODs slightly incorrect position + Fixed landmine scale
Fixed AdaptMeshToTerrain spamming errors.
Fixed FBX exporter errors
Created some utilities for LODGroup Conversion.
Added rivers to the world stack
[D11] + Pumpjack-static - Fix for the broken prefab (Objects changing places when transitioning through LODs)
+ Changes to the water shader added in reflection probes and did some optimisations
Added monument nodes to project_gaea for testing
[D11] Fixed bright green Hanging ivy in caves
Wrap RestartExecutable call in #if ENABLE_D11_APPLICATION_RESTART
[D11][UI][#3239] Fixed been unable to split stacks of items
[D11][#3109] Fixed been unable to place water purifier on campfire, fixed campfire collision and deployment guide scale , fixed deployment guide sticking around when walking way from campfire
[D11] Dredging Boat z fighting fix
Added roads, powerlines, tiny monuments, harbors, offshore monuments, caves to World_Setup_v3 stack
Making a external prefab of World_setup_v3 in project_gaea. This will be useful for all the upcoming maps world stack maintenance
Added pine/fir trees back to temperate forests but only on Alt topology. This adds variation without needing be in tundra
Manifest
[D11] [UI] Disabled Server Stats page on in game options carousel.
Fixed missing colliders on music stage speakers
Fixed monument topology in Swamp_c
Merge from Main -> Vehicles
updated steering wheel model/texture/mat
Added basic plasceholder damage texture and auto-gen normal map, plus black mask to hide it for now.
Removed StartMaxHealth(). All overrides for StartMaxHealth() returned the same as max health. Now that StartMaxHealth() also returns max health in the base method, the whole method can be removed and swapped for MaxHealth().
Changes to BaseCombatEntity so that StartHealth and MaxHealth can be different, allowing for vehicles to spawn correctly with less than 100% health.
- StartMaxHealth() now returns MaxHealth() instead of StartHealth()
- ClientInit now sets _maxHealth to MaxHealth() instead of StartHealth()
Setting initial chassis health + minor code cleanup
Update editor modular car player inventory loadout to include a hammer
Spawned vehicles start with heavy damage
Merge flamejet_optimisation
Reworking vehicle spawn settings, added property drawer
Remove array allocation every LateUpdate on FlameJet
Merge from map_improvements
Only update map markers when adding/removing points (fixes monument widgets vanishing for a frame when adding/removing markers)
+ Added in a early version of HDRP water shader
changed the biome tinting source on foliage stones