122,118 Commits over 4,048 Days - 1.26cph!
Fix health visuals not updating
Fluid switch now disregards gravity checks if powered via pump power input
MC inventory loadout edit
Cache ParticleSystem and LODComponentParticleSystem in ParticleSystemContainer; was generating garbage and generally being slow.
Sprinkler now runs while it has water input, updated water storage logic to be more in line with other IO entities
Add support for gravity restrictions (if a fuel source is lower than the entity it can't use it)
Merge from Main->Vehicles
Disabling more vehicle updates when asleep + minor edits
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Better car sleep solution.
Planter + Composter panel prefabs
Merge from firework_benchmark
Merge from firework_benchmark
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Intersection regression fix
Don't regenerate ASE template menus in batch mode
Smoothing regression fix for non-circular paths
Added circular path support to path interpolator (smooth start / end transition of the ring road)
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[D11] + Removed old script from loot_barrel_1 and loot_barrel_2 and assigned a new one, allowing the objects to change LODs
[D11][#3295] Changed smoke texture to be a static images rather than a spritesheet to free up another 8 or 9 FPS. (On an Xbox1X)
Merge from skeleton optimizations
Fixed skin tint for female underwear
Assigned road and river meshes in the procedural map and road test scenes
Use custom mesh for road and river mesh generation (morphed along the spline)
Fixed a bug in the road and riger terrain adjustment distance calculation that would cause some weird visual glitches
Fixed terrain normal detail
[D11] + Fix to garage door in launch site (Broken mesh filter attatched to parent, causing object to cull randomly on server)
[D11] Fix for bandit town windmill vane
[D11] + office_planter_300 culling at LOD 1 - fixed
Creosote bush LODs/prefabs
[D11][UI] Unload controller images when not needed
Re-enabled ring road in world_setup_v3 prefab, more forgiving harbor placement filters
Ground value calc changes.
Merge from life_stats_merge
Subtract the life_stats subtraction
Oasis new build - smaller bodies of water for oasis, grass and forests in oasis come closer to water line, forests are 100% arid in the desert, hilltop topology doesnt exist on sand dunes