126,876 Commits over 4,109 Days - 1.29cph!
Assign the driver as the Initiator on the front and rear HurtTrigger on cars so deaths are appropriately assigned on the death screen
Change RollOffDriveForce from
99995 back to
99994. Multi-engine vehicles were very speedy. Adjust best acceleration curve down a little as well.
Shuffle texture bundles to bring the larger bundle under 4GB.
Improved foliage fade out
Added mesh pre-process step so it works on console
Also show modifier values in UI tooltip
Only show conditional wall corners if the building blocks are the same grade
Disabled rotation on ramps since it breaks post-placement
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Foundation.steps legs removed, updated all models/colliders/gibs
Redesigned metal tier walls, incl. models/gibs/colliders
Removing unused roof models
Re-textured the corrugated_b set / updated building atlases
[D11][UI][#3968]Fixed issue where you could be blocked off transitions in front end menus [#4081] Fixed players in game transition braking
[D11] Fixed server define in RumbleManager.
[D11] Tweaked DOF Default settings / HOT screen effect / AO
[D11][3785] Candle Hat lights fixed
Toggle for memory stats view
GPU foliage placement sort of working
Foundation steps no longer grounded
[D11] Large Furnace Lighting values set correctly
Changed the format slightly
Added a few extra gib convars
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Modifier timers now correctly pause/resume when disconnecting/rejoining a server
Fixed bug with cargoship sound culling, cached culling distances where I can, added Effects.maxGibDist convar
[D11][UI][#4016] Added Photosensitive seizure warning to autosave prompt, Fixed issues with translations files
merge from wearable_lod_fix
[D11] Rumble Manager Weapon and Critical Health rumble implementation. - [D11] Rumble Manager Weapon and Critical Health rumble implementation.
Work in progress GPU foliage placement
quickfix foundation.metal.wall re-link meshes after name change
Extras from manifest rebuild
Merge from Main -> Vehicles
Added new components to hemp and campfire
Schedule quality update when BaseOven is toggled
Take ECS data into account when calculating temperature
Allow placement of steps and ramps on top of floors
Changed foundation.steps to allow placement on top of foundations, similar to the new ramps
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Fixed certain conditional corner rejects not working when mixing different wall types (like walls and doorways)
Refresh neighbours when rotating a building block (for conditional models)
Ramp is no longer considered grounded (fixes ramp not destroying when foundation is destroyed)
Fixed ramp construction placeholder mesh
Initial import of temperature sensor, source and calculation system
Hide all chassis items as well
Hide the generic base prefabs for chassis and for modules
Switched cars from Discrete collision detection to Continuous. Fixes collision issues with all small/thin objects at some performance cost.
Changed all nine road signs from mesh colliders to primitive colliders, which handle collisions at speed somewhat better