126,618 Commits over 4,109 Days - 1.28cph!
Require hammer or wire tool to rename
New entity info command, allow it to have different payloads per entity type
Remove the old building info and entity info code - new IO entity auth method
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Skeleton arms and cursed cauldron LOD optimization
Fuel tanks / Additional LODs
Giant excavator, fixing some prefabs that lost RendererLOD scripts when saved last time
Fix for delayed entity creation
Xylobones audio files and sound defs
30% darker albedo on tier2 metal doors
[D11] Latest delayed ent/cached ent code... still WIP
[D11] [UI] Removed duplicate code from map virtual cursor.
anim and override updates, re-populated slots on main player animator
[D11][UI] Visual changes to the front end, Enabled player info widget in all screens that need it, fixed issue with controls screen
[D11] [UI] Further WIP Map control changes. (Focus and Zoom input still WIP).
[D11][UI] Visual tweaks to the option menu and implemented all option to as nested prefabs
[D11] Junkyard objects removed/scene to prefab
[D11] Added Vertex shading LODs/optimised 19 prefabs in launch site scene
Fixed renderer resetting and skin issue
Properly killing LODGroup
Updated terrain revamp scene to use PlaceCliffs
Early exit if a "good enough" solution has been found (at least X meters long + Y cliffs deep)
Safety exit if recursion goes too deep
Rescaled RetryMultiplier again
Sewer Drainwalls - baked LODs rework
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Added rough initial decor sockets to all v3 cliff prefabs
Supermarket / better distance LOD
[D11] fix some more guids that got trashed in a merge
Fix for AOT issue in LightLoop
[D11] Changes isDelayable to hashset
Rename DecalRecycle to Decal
Strip HDRP DecalProjector from effect decals