121,264 Commits over 4,018 Days - 1.26cph!
Updated fuel tank collider to match its new model location
More efficient get for firstSocketIndex on the server+ prefab fix
Remove unused methods for module destruction
Exposed viewmodel bob settings
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Rebind SkinnedMeshRenderer editor script
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updated WIP module, getting latest
Exposed instruments audio slider in options menu
Finished Oil Rig 2 & S2P
Various prefab fixery.
Better world scale on the generic diffusion profiles.
Merge from Main -> Vehicles
Visual group enum for Thai
Put VehicleModuleManagerInventory in the modular namespace
merge from Deferredmeshdecal-fix
Enabled AO-based specular occlusion on all shaders + ASE template
[D11] Particle system optimisation in Prefabs\Weapons
Add branch name in exception report
Fixed a possibility of the hero showing when in game
Removed linux client from Steam upload
Only take LOD0 for legs
Apply lean offset when mounted too
Fixed skin colour not always applying correctly to legs
Manually control the spine on leg models
Fixed NRE in BaseViewModel
Added some prefabs to spawn monuments
Added said prefabs to project_gaea for science
Cave LOD's upto LOD3 with final LOD mesh having vertex colours
[D11] SLOD for Supermarket
[D11] Fixes savegame upgrade
Skip prefabs that cannot be found when spawning the world (custom map fix)
[D11] Adds savegame upgrade from 169 to 171
Deferred mesh decal fix for out-of-range errors on invalid meshes
[D11] + Updated game manifest, attempting to fix local server (Josh)
[D11][UI] Don't load debug ui in master builds in game, removed unneeded main menu videos
Added monument nodes (spawn monuments in predefined locations on a map)
[D11] particle system optimisation in Prefabs\Weapons
+ Changes to particle systems for bullet hits
Added camzoomspeed and camlookspeed
Legs don't need to cast a shadow
Scale the Viewmodel Z between 0.4 and 0.7 so it doesn't clip through your knees