116,440 Commits over 3,987 Days - 1.22cph!
[D11] [UI] Fixed liquid containers not correctly splitting the overspill when giving containers water.
Update Fleck with some fixes for console spam, also add redundant checks in the RCon listener to make sure nothing slips by
Better saving + export. Jobified the monument transforming code.
Added vertex shading to LOD3's for
Assets\Prefabs\Food Assets\Content\Structures\rocket Assets\Content\Structures\Train_wagons
Added some extra level LOD's for some assets.
Launch site rocket_wagon baked LODs
[D11] + Structures\launch_site_floodlights updated to new LOD system
Dump Truck B fixes.
Excavator cables don't shadow because ugly w/volumetrics.
Cleaned excavator_yaw.prefab
[D11] + structures\launch site assets converted to new LOD system
near complete set of LOD meshes for Structures\Roads
Digger vehicles & dump trucks.
More excavator materials.
Scene backup.
[D11] Assets\Prefabs\ComponentItems LODs
[D11] Replace LaunchSite lift's skinned mesh renderer with a standard one
[D11] + Structures\house ruins converted to new LOD system
[D11] + Majority of prefabs in structures/Harbour updated with new LOD system
[D11] LODs for Assets\Prefabs\IO
Launch site rocket elements baked LODs
Excavator prep & mat fixes.
[D11] Return to title screen when services unavailable
trashbag_pile_a has baked LODs
watchtower_a has baked LODs (is quarry wooden watchtower and also deployable)
Skins can replace meshes (experimental)
[D11] + Hangar converted to new LOD system
merge from belt_equip_clothing
Scene backup
Lowered anisotropy on base fog settings because it bugs out from certain high up angles.
[D11] + Compound_gate converted to new LOD system
[D11] + Checkpoint_single LOD Converted to new system
[D11] + Buildings_scaffoldings converted to new LOD system
Remaining topside & volumes
Tom Buxton - applied vertex shading to LOD4 on Assets\Content\Structures\Train_wagons and Assets\Content\Structures\rocket. Converted to LOD groups
(Context menu for converting RendererLOD/MeshLOD/MeshCull to LODGroups)
[D11] + Billboards - Updated LOD system.
Dual socket test module edit
[D11] + Cross fade added to Building Core LOD Components + LOD updated to new system for those still on the old one.
[D11] + Added cross fade to LOD Components
Can now specify module renderers to show/hide depending on the module's position on a vehicle
merge from belt_equip_clothing
merge from Halloween_2019
Checkpoint has baked LODs
Power substations have baked LODs from LOD2
When attempting to equip a clothing item directly from the belt bar, give priority to consume action if it is edible and also consumable (pumpkin etc)
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Better settings system for module model appearance
Allow custom distance for loot interaction, letting vehicle editing position checks happen, but with a greater distance allowance than usual.
Simple method to slow down reverse speed. Could be improved since it also lowers torque