108,628 Commits over 3,867 Days - 1.17cph!
faberge egg
anims, animator, worldmodel & deployed prefab updates
Scripts and flags setup for code based rotations
Updated terrain anchors of the satellite dish, sphere tank and sewer branch monuments
Monuments now try to maximize the distance between themselves and monuments of other monument types (instead of only doing that for monuments of the same type)
deleted and re-created meta files for the cliffs '\models' folder
Re-exporting colliders one last time (if this introduces an issue we'll revert this changeset)
Fix for hitboxes failing on certain types of hit.
Tweaked the materials of temperate trees and bushes
Brightened them up slightly to make them look closer to grass at noon
Tweaked temperate grass materials and textures
Darkened grass color slightly to prevent it from getting too bright at noon
Lowered shadow bias to get rid of harsh shadows at noon, while keeping shadows at other times of day intact
Brightened temperate forest grass
Updated AO settings. Lowered thickness and increased radius of distance AO to better interact with the new foliage
delete commented code section
Updated CraggyIsland "Alistairs Rock" with a custom collision mesh that has mesh metrics of 1 (test to see if that fixes the collision issues)
Tweaked Easter event timings
Procedural and community maps are now allowed to use 4k heightmaps
TerrainHeightMap.GetHeight01 is more accurate on meshes that were added to the height map via AddToHeightMap (but unfortunately slightly less accurate for the actual terrain mesh)
Fixed chainlink fences at sewer branch and sat dish overriding prefab LOD distances for lower values
Fixed issues with timber mine entrance in MT
Egg_e prefab setup - missing animation
re-exported cliffs after a complete scene/objects geometry+transforms reset
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Refactor MonumentInfo and DungeonInfo to derive from a new LandmarkInfo class
LandmarkInfo is now the source for monument/train tunnel map markers
merge from card games (light fixtures & related files)
Bandit town gambling lighting update + s2p
Gambling light cord mesh is standalone, for variable length scaling.
Gambling light prefab setup, effects & color variant.
Merge CardGames -> Main. Includes the new dismount on server load system.
For the dismounting on load, work around the issue of seats not being saved and therefore ending up with different UIDs on load
Gambling light texture & material improvements.
Optimized size & compression. Marked some _unused that aren't worth the memory usage atm.
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Remove the warnings for inputs from the non-active player, it's fine to just ignore them.
selected contact progress, note edited
updated player card game anim
Continued rock investigation
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tangents calculate test
Updated CraggyIsland for more testing