126,617 Commits over 4,109 Days - 1.28cph!
[D11] Fixes terrain optimisation, also tags a some textures for streaming
[D11] Updates streaming texture flags on some textures, also adds back in terrain heightmap optimisation.
[D11] Ice Sheets Decal Material Fix
Canyon latest build - improved channelling, ability for place cliff to fill a larger amount of cliffs on terrain by terracing more even steps
[D11] Missing mesh reference fix for Grass
[D11] Launch_site incorrect asset position fix
[D11] Remove SceneToPrefab component
[D11] Helicopter Scale fix, forgot to check in with previous push
[D11] Helicopter position fix
[D11] [UI] Translate sends def to missing translations database if value retrieved from localisation file was null or empty string.
[D11] Reduced overdraw on terrain grass
Merged shadermerge branch
fix for an error that was coming up during scene to prefab
always rebuild instanced prefabs even if instancing is disabled (so you don't have to clean prefabs to toggle instancing)
add a warning for textures without mips
Show headshots, disable stat image if no image is provided
Rework shot tracking to mirror combatlog, should fix incorrect shot counts
Client/Server compile fixes
DON'T return the entity gameObject from InterestedInObject. Some existing trigger scripts do this, but it prevents entities with multiple colliders from working correctly. Updating my trigger scripts here.
Being inside scrap transport heli now counts as flying for time tracking purposes
Decrease vehicle default pop value from 10 to 2.
Code gen/manifest. Restores lost modularcar pop convar.
▇▋█▆▆▋▆▅▅▇▉▉ ▇▋ ▊▉▄ ▉▄▉▆▊▆▉▆▍▄▌
▋▌▅▋▊ ▅▍ ▅▅▄▆ ▇▊▉▊ █▌ ▇▍▊'▇ ▊▄▄▍▅▄ ▋█▍▍▇▊ ██ ▆▆▌ ▍▅▋██▍
▌█▋▄▋ ▌▌▊▄▍▌▋▊▅▍▍▉▌▄▅▄█▅▅▅▆ ▆▅█▄ ▋█▆ ▅▊▅▆▇▄▌▌▆
▌▌▇▉▌▅ ▍▊▋▆ ▇▆▆▅▉, ▋▋▊▍▇, ▌▍▋█▍, ▍▉▍▌█, ▄▍█▄▍, ▄▊▄▋▊, ▇▋▍▅▆, ▋▍▊▄▆, ▊▊▋██, ▌▄▍▊▌, ▊▍▋▆▆ (█▋▅▆█▅▋ ▍▇▄▄▄▊)
Added negative/positive colour-coded gene make-up display to plant info UI.
Initial basic gene random generation.
GrowableEntityGenes proto and serialization.
merge from skeleton_optimizations
Moved the renderer caching to prefab preprocess. DoPrepare not working properly...
+ Added a new flesh blood impact
+ Changes to the Blood Size
Adding a hit detection benchmark