116,001 Commits over 3,959 Days - 1.22cph!
Added poolable component to all static rocks, rock formations, cliffs, icebergs and ice sheets (which adds them to the world grid)
ProceduralObject now works with world grid
[D11][DTLS] "Fix" to DTLS disconnect. Still needs a bit more work though.
[D11] Rejigged Mixer levels for TRC check
[D11][UI][#3079] Fixed missing button prompt. Fixed translation broken translation key
[D11] PS4 BETA don't include trophy pack
[D11] Added late game items for QA test
[D11] Water_well_a through e SLODS, + Harbor 2 SLOD. There are some autogen issues with these that I am yet to find a fix for.
[D11] Fixed borked Chainlink Fence LODs, shouldn't look so stanky now; Also tidied up Kerb LODs in same folder
[D11] Remove client var from #if
[D11] Fix defines...maybe
[D11][UI] Implemented autosave notification
[D11] Fixing "Assets\Content\Props\tires" and other misc LODs
Don't show marker data in Create menu
[D11] Tweaks to a few prefabs
Audio bundle fixes
Don't preload content.undle
[D11] LOD bug fixes for two prefabs, Scale issues for cave_well_a and ice_lake_a
Update Jerry Can Guitar name
[D11] Late game items for QA test
Second stab at moving all instrument data to scriptable objects
Remove InstrumentTool log
Refactor note sound positions to store transforms on KeyController rather than per-note, just store the index on the note
Refresh asset database after code gen, saves alt tabbing to trigger compile
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Merge map fix from Main -> Vehicles
Fixed off-by-one error in MapImageRenderer
Notes played stat for each instrument
Remove BoneAligner (no longer needed)
Merge from Main -> Vehicles
Actually fix login notifications being sent when respawning
Switch back to content.bundle
Load content while generating world
Prefab bundles using FileSystem_Warmup's exclude filter
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