116,222 Commits over 3,987 Days - 1.21cph!
[D11][UI] Don't load debug ui in master builds in game, removed unneeded main menu videos
Added monument nodes (spawn monuments in predefined locations on a map)
[D11] particle system optimisation in Prefabs\Weapons
+ Changes to particle systems for bullet hits
Added camzoomspeed and camlookspeed
Legs don't need to cast a shadow
Scale the Viewmodel Z between 0.4 and 0.7 so it doesn't clip through your knees
[D11] XB1 BETA build (NOT ENABLED)
Made debugcamera_autosave and debugcamera_autoload saved to config
Added debugcamera_preserve and debugcamera_preserve_default convars to toggle saving to file
Set player_model.prefab up for legs
Added/populated SkinnedMultiMesh.Part.Wearable
Lean forward slightly when looking down
Don't crouch offset the camera when jumping (consistent with the player model)
Limit down look angle slightly
Added Wearable.HideInFirstPerson (optional, optimization)
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Cave LOD's upto level 3 with vertex colours on final LOD mesh
[D11] merges first time save bugfix
[D11] Set up the remaining LOD groups in Content\Props
[D11] Adds in major server changes. entity caching, network traffic optimisation and more. even adds the new mastered music files.
Cherry pick CS
42333 (benchmark fixed res windowed)
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Fixed double-added-entity bug. Reduced redundant data about modules and items. Removed ModuleItemInfo class and dictionary.
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few vfx test files for later use
Updated terrain sampling API, related SFs and shaders
Added vertex alpha terrain blending
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Oil rig 2 backup.
Fixed borked prefab
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Backup
b9 project version
increases ridable animal max frame budget from 0.334ms to 1ms
fixed medium battery max storage
Extended foliage shader distance fade control to normal and smoothness
merge from fireball_fixes (compile fix)
commented out DDraw stuff
merge into main (actually fixed fireballs)