122,207 Commits over 4,048 Days - 1.26cph!
Quality/modifier/calculation balance tweaks.
Messy tests looking at how to utilize unity jobs. No bueno.
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modifications to caves and timber mine entrances to make meeting with terrain even easier
removed old ore vein decals - decal projectors are a bad way to handle these in retrospect, should be done using geo
merge from main (46905 changeset)
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Trust the local player to do aiming animation for throwable weapons.
Otherwise the locally set aiming is being replaced by the state received from the server for a brief period.
[D11] Again more z fighting fixes
[D11] Optimised animal step sound prefabs to reduce their footprint on the cpu. No longer creates a prefab with every step.
[D11] + Adjusted mt_sign_a lod distance and mesh cull distance of the lettering
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Merge from terrainmap_nativearray
FoliageKey now uses mesh as well as material
Replaced old rocks prefab instances with new one in caves_dressing scene
Added small colliders to cave gravel prefabs for rare cases where stones are scaled a bit larger
Caves - more work towards converting and tuning textures/mats to new hdrp standards
Replaced old cave gravel meshes with new ones using terrain 'foliage' rocks
Attaching PlayerState to the BasePlayer
Adjust vehicle lift deploy area + chassis prefab changes
Add PlayerState persistence table
Adjust trigger parent volumes on flatbeds
Add model script to chassis and modules
Increased brake power a little
Simplified vehicle lift networking, got it working correctly with save/load. Client now also infers the correct lift up/down state from the other parameters. Protocol++.
Show a more helpful message when trying to build in a prevent building volume (including monuments)
Show a message when building too close to another building
Show a message when trying to build in an area where you do not have building privileges
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Enable saving on vehicle lift
Added CompostEntireStack composter inspector bool, if this is enabled, the entire stack of an item will be composted each tick instead of just one from the stack.
Simplified the fertilizer item creaction, getting rid of a loop.
Increased composter tick rate to 15 minutes
Color code condition UI values, red when <= 0.5.
Changed "Water" label to "Water Saturation" to be more obvious what it indicates.
[D11] + Various fixes to assets
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UI work: clearer stats display, show percentage values, reordered.
[D11] Changed Distance check to SqrDistance check
[D11] Commented out a few debug.log calls that were called too often
[D11][#3037] Get popup open before hang on ps4 [#3655] Reenabled rightstick down UI event
[D11] Some tweaks to the boat optimisations to make them slightly more efficient
fix a couple of oversized textures
[D11][Art][#1582] Increased roads height to avoid Z-Fighting with terrain
[D11] Fixes for More rotation issues and z fighting at the Launch Site