115,453 Commits over 3,959 Days - 1.22cph!
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
Merge from chainsaw_reload_fix
Merge from scientist_lootpanel_fix
Merge from workshop_download_fix
Latest terrain generation
Grass now fades into dirt before sand in arid biome
Arid biome fades to temperate biome on the shore
Stronger stones/gravel channels hopefully helping with grass foliage cutout
Hierarchy organisation & naming
Light luminance tweaks to terrain_config
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Fix some mismatched profiling markers
Allow the deep profiling build option to work
Save a bit of memory on the asset bundles by disabling load by filename
Only render 1 level at at time in the big offices.
Fix for output instance buffer not being rebound when it's reallocated and BRG is being used
Remove unnecessary MeshOccludee components on instanced meshes when they're in child objects and relax rules about where LOD meshes can be in the hierarchy
Fix for far away trees in editor when ps4 platform is selected
[D11] + LOD tweaks - Up to Spherical Tank
Culling zones for office interiors
[D11] Vending Machine Green Brightness Distance Fix
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[D11] Fixed Magenta Signs at Compound/Outpost
[D11] Spikes Floor Magenta Texture Fix & Bandit Camp Boat Collision Fix
[D11] + Launchsite Assets LOD Tweaked
[D11] SceneToPrefab fix, Launch site fix
Disable unnecessary instancing index stream on PS4
[D11] Fixed calls to old function name hidden behind defines.