122,179 Commits over 4,048 Days - 1.26cph!
updated samsite loot panel
reduced autoturret bounds
turret weapon balance
reduced crafting cost of horse armor
reduced research cost of horse armor
increased horse armor rider protection
[D11] Changed controls for controling a boat, fixed issues with fuel storage
[D11] Fixed Vertex colours on warehouse_large_shell.fbx
[D11] Added define around ContextMenu.FrameUpdate to prevent call to DateNow.Time every frame
Fixed terrain blend sampler issues
hose vm rig, vm prefab, entity update
[D11] Further Material changes to fix Z fighting
[D11] RT debug checks & fixed a shutdown leak.
SavasIsland_new topology painting backup
SavasIsland_new splat painting backup
Toggled import read/write on splat rocks
[D11][#3295, #1137] Replaced fire/smoke particle systems for torches and campfires. (Additional Debug.Log optimisations to prevent console spamming.)
[D11] Further Z Fighting Fix. Missed a value previously.
Added World_Setup_v3_basic prefab for use on maps like Savas/Craggy with barebone procedural scripts
SavasIsland_new dressing update, loot placement update, new terrain build
Cliffs don't place underwater
[D11] More Z-fighting Fixes
[D11][799] {PS4/XB1} [GFX] incomplete/missing textures/objects/Floating assets
Took out the snow mounds. Can't imagine how these where ever going to work ( might have missed something like ).
[D11] Optimised shadow res / tweaked colour
[D11] Added poolable component to gloves prefabs
[D11] Landmine Trigger reduced
[D11] Cherrypicked
29089. gloves update. Updated glove materials, adjusted sprite icons.
[D11] Quick tweak to blocked player sprite
[D11] New Blocked Player Icon
Only generate ring road on 4k maps or larger
[D11] {PS4/XB1} Fire is pixelated Bi-linear filtering problems + problems with temprts having depth but no colour. Pretty sure you can't create a valid depth without a colour ( i've tried different overloads and parameters ) but nothing seems to be working. I've just taken it out for the downsamped stuff.
Fixed minicopter and scrap transport helicopter spawn filter regression (causing them to cluster up too much)
Fixed road mesh being placed slightly too high when loading a map from disk
[D11] - Reverted VolumeManager.cs to fix colour grading issues
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Adjust power connection and deploy mesh for vehicle lift
Added support for switching demos on the same map without reloading the map (still wip, there's a few errors)
Fix demos not being able to jump to time 0 after a demo is finished (IsPaused was left on)
Added debug.debugcamera_list to list out all saved debug camera positions into the console
update lift model/texture, adding deployable model
Add demo.hud, displays a timestamp during demo playback in the top left of the screen
Vehicle lift electricity work
Add an optional speed parameter for cinematic_play command
updated vehicle lift model
Expand ContainerIOEntity to have the player interaction and single-user possibilities that StorageContainer has. Make vehicle lift a ContainerIOEntity instead of a StorageContainer.