126,876 Commits over 4,109 Days - 1.29cph!
Don't show engine component stat if that component doesn't affect a stat
Replace yes/no test with just a standard + label
Remove unused RealmedRemove entry on CarLift
Replace animation curve with a remap
Have the damage texture only increase to a max of 70% when vehicle is usable, making it easier to differentiate from a wreck
Fixed incorrect power consumption display on water pump and powered water purifier in builds
WIP entities package import
Replaced the prevent building trigger on the car lift with a box volume sized to prevent building on top of it
Fixed several issues that were making total decay time incorrect. Made decay much faster (five minutes total) when vehicle is already in destroyed state.
Acceleration/top speed edits again
Revert back to original fix for item stacking problem
Fix TriggerHurtNotChild also running on the client on listen server, causing players to incorrectly get damaged
smart alarm and smart switch sounds
Tweak best acceleration curve
modular-car-scrape-loop audio file + sound def (physics scrape)
brake squeal volume tweak
only play tire screeches if throttle is on
modular-car-switch-seat audio files + sound def
Crafting time balance for engine components
Disabled minicopter spawns
Added car lift to compound sell orders
Car lift no longer default BP
Car lift crafting cost balance (likely to change)
T3 engine components not craftable + researchable
[D11] Added "quitdemo" command
[D11][UI] Allow access to skin store and create server screen in beta builds with command line -allowOnline
[D11] Chromatic aberration strength dropped
[D11][UI] Disabled Inventory player preview animations Change so that FrontendSFX will play not spawn sound effects. And Moved player preview to reduce memory footprint. Cache top right icons
[D11][UI][#4054] Increased size of map tooltips. [#4024] Fixed issues with send feedback popup and popup look
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[D11] Changing the lumens on various lighting effects to increase brightness
[D11] - detail map size reductions
[D11] Tweaked material falloffs on terrain for a more natural look.
[D11] Fix to bug 4142 - Impact Textures wrap around thrown weapons. Removed ability for thrown weapon materials to receive decals.
[D11] latest ragdoll fixes
[D11] latest ragdoll fixes
Ramp conditional model fixes
Ramp socket revamp for more reliable placement
Ramp conditional model script fixes
updated vehicle dashboard, adding low fuel light
Compound S2P
Added vehicles & vehicles 2 vendors to compound
Setup sell orders and costs
Prices are temporary ready for public testing
Jump effects for new splats and water
Building block plywood textures (out of atlas)
Renaming/Moving models for clarity
[D11][#4094] Restoring the multiplier for the sky volume. This adjusts the overall exposure depending on the hour of the day and makes the object contours more recognizable during the night.