126,678 Commits over 4,109 Days - 1.28cph!
Workarounds so ps4 debug build doesn't take hours to build
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[D11] SceneToPrefab update all fix - reenable menu option
[D11] Updated materials on Flashlight and FlareOld, will look dodgy until alpha issue with shader is resolved
+ Changes to the HDRP water shader Hopefully it will work again, Sorted out the normal offset problem we had
[D11] Materials brought over from main branch
Gene display string formatting refactoring/improvements.
Seed info panel fixed so longer genes don't wrap.
[D11] Fix for Military Crate being incorrect mesh + Not spawning in game
[D11][UI][#3423] Holster planner just after switching to avoid construction guide lingering
Added HDRP/Custom/Lit Packed shader
Only stack seeds with the same gene makeup.
Show gene makeup in the seed information panel.
Seeds transfer their genetic makeup when planted.
[D11] Fix branch parsing in TC buildinfo script
[D11] Fix for swamp_c scene crash on save
[D11][UI][#3414] Fixed issue with server password screen persisting into game
[D11] Assets/Prefabs/Tools FP material replacement
[D11] [UI] Autosave Icon outline/fuzziness no longer visible.
Renamed runway topology to wasteland
Fixed ring road on 6k maps
[D11] Material Updates, Office Furniture.
[D11][#3422] Fixed issue with kick message not been displayed. Implemented restart unity on kick
Seed genes experimenting.
Fixed a bug with encoding/decoding gene data to instancedata int.
GrowableGene display utils.
[D11] Updated Bear Footstep sounds
enable instancing on some materials
Fix for crash when saving bandit town scene
Ignore shadow casting and LOD differences when generating d11worldspawn data and filter out some of the noise from the logging
Automatically remove any stray MeshCull and duplicate collision/meshrenderer components that have been left behind when art have added new LODs. Also run the lodgroup flattener across everything, not just converted RendererLODs etc.
[D11] Fix for Iceberg material having black sections
[D11] Deployable Sign Materials fix
[D11][Collision][#3192] Nodettes can be seen and have collision
[D11] Material update for T-Shirt and metal building
[D11] Cracks grass has cutout alpha planes to reduce overdraw
[D11] Shader update to tick alpha clipping.
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Preserve the protobuf field order
Conditionals now check on the server as well, letting conditional colliders get enabled/disabled correctly
Commands to manage notification subscriptions on entities
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