126,618 Commits over 4,109 Days - 1.28cph!
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
Optimized world spawn when world is loaded from cache
Fixed detail UV1 option on a few shaders
[D11] +Big set of LOD tweaks, plus fixes to industrial doors overriding