121,374 Commits over 4,018 Days - 1.26cph!
Fixed suspension extending forever when ungrounded
Bandit town merge fix 1/2
Airfield iteration & S2P
Volume tweaks
Added a generic play_notes stat
Don't automatically go into full keyboard mode for static instruments (has to be toggled with reload like held instruments)
While in full keyboard instrument input mode, ignore InvNext, InvPrev, Slot1-8, Map and Compass inputs
fixed horse water detection
Set up 3-module and 4-module chassis types
Added instruments.printrecordingpath
MorphCache refactor for direct mesh swap
Added temporary hair eyebrow shapes
Setup note binding array on prefab at edit time
more fixes
made a bunch of physics calls non alloc
hitchTrough collider has increased height
removing unused stuff on chassis 2
UpdateBundleAssignments really is just repeating functionality of BuildAssetBundles.BuildMap
Debug output around LoadBundle/UnloadBundles since the errors seem to start right after world cleanup
Removed steering attack position match code
Read-only on all hair meshes
update chassis 2 steering and driveshaft element
Update suspension to use Thai's changes
More chassis visuals work
[D11] Fixes and tweaks to LODs
acoustic guitar offset notes fix
Restored bundle flags to pre-garry fucked everything up version
Show a status message in the console after pairing finishes
Disabled mesh compression on hair shapes
Exported out hair morph targets to individual meshes
Added a dilation method for resulting textures to fix artifacts.
[D11] + Another bunch of assets LOD tweaked/fixed. Mainly around the Compound.
[D11] LOD distance tweaks to holdable items
Restoring UpdateBundleAssignments
xylophone updates- ik positions, ik curve, player pose
player trumpet anim tweaks
[D11] +Second set of LOD tweaks, including fixes to hidden mesh renderers
Clean up local cache of skeleton hierarchy after applying skins - cherry picked from FP's skeleton_optimizations branch
Adding Prefabs.unity back in maps.bundle