126,618 Commits over 4,109 Days - 1.28cph!
Added monument nodes to project_gaea for testing
[D11] Fixed bright green Hanging ivy in caves
Wrap RestartExecutable call in #if ENABLE_D11_APPLICATION_RESTART
[D11][UI][#3239] Fixed been unable to split stacks of items
[D11][#3109] Fixed been unable to place water purifier on campfire, fixed campfire collision and deployment guide scale , fixed deployment guide sticking around when walking way from campfire
[D11] Dredging Boat z fighting fix
Added roads, powerlines, tiny monuments, harbors, offshore monuments, caves to World_Setup_v3 stack
Making a external prefab of World_setup_v3 in project_gaea. This will be useful for all the upcoming maps world stack maintenance
Added pine/fir trees back to temperate forests but only on Alt topology. This adds variation without needing be in tundra
Manifest
[D11] [UI] Disabled Server Stats page on in game options carousel.
Fixed missing colliders on music stage speakers
Fixed monument topology in Swamp_c
Merge from Main -> Vehicles
updated steering wheel model/texture/mat
Added basic plasceholder damage texture and auto-gen normal map, plus black mask to hide it for now.
Removed StartMaxHealth(). All overrides for StartMaxHealth() returned the same as max health. Now that StartMaxHealth() also returns max health in the base method, the whole method can be removed and swapped for MaxHealth().
Changes to BaseCombatEntity so that StartHealth and MaxHealth can be different, allowing for vehicles to spawn correctly with less than 100% health.
- StartMaxHealth() now returns MaxHealth() instead of StartHealth()
- ClientInit now sets _maxHealth to MaxHealth() instead of StartHealth()
Setting initial chassis health + minor code cleanup
Update editor modular car player inventory loadout to include a hammer
Spawned vehicles start with heavy damage
Merge flamejet_optimisation
Reworking vehicle spawn settings, added property drawer
Remove array allocation every LateUpdate on FlameJet
Merge from map_improvements
Only update map markers when adding/removing points (fixes monument widgets vanishing for a frame when adding/removing markers)
+ Added in a early version of HDRP water shader
changed the biome tinting source on foliage stones
Merge from chainsaw_reload_fix
Merge from scientist_lootpanel_fix
Merge from workshop_download_fix
Latest terrain generation
Grass now fades into dirt before sand in arid biome
Arid biome fades to temperate biome on the shore
Stronger stones/gravel channels hopefully helping with grass foliage cutout
Hierarchy organisation & naming
Light luminance tweaks to terrain_config
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Fix some mismatched profiling markers
Allow the deep profiling build option to work