122,848 Commits over 4,048 Days - 1.26cph!
[D11] Demo record/playback for DTLS
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Cockpit icon update to latest model
Module/chassis item description edits
Added UI infobox data for vehicle chassis and modules
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updated textures, tweak conditional
adding WIP module
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Merge from Main -> Vehicles
Merge CraggyEaseOfUse -> Main. Adds a Rust Editor window option to bypass procedural spawn and directly use "spawnpoint" tagged GameObjects. Automatically clears the setting if the loaded scene changes
Unity intentionally updating a bunch of metas again to bug me (bunch of different icons)
Close the report dialog when escape is pressed
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Fixed batchgroup clearing
Caves: fixed severed prefabs, redid the occlusion volume stuff as a result in those scenes.
Caves and caves dressing scene2prefab
Fix missing dispose of the player state database
New pine tree saplings
Dead pine trees
Merged most of each cells update into a single process, removing some cause of update delay and spikes.
[D11] + Bandit Camp - Fixed random items floating in the air, removed duplicate items from scene, fixed assets culling for no reason.
[D11] Smoothing groups on wooden crates fix
[D11][#3589] Fixed issue with moving position of pie menus
Water requirement gene balance tweak
[D11] rocket_factory_silo LOD3 materials and smoothing group fix
Missing protobuf file from FarAwayTree refactor
merge from skeleton optimizations/Hitbox System
Potato world population spawning.
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[D11] + Fixed issue of missing wall in the bandit camp
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[D11] + Manifest updated for new prefab
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[D11] + Replaced missing helicopter in Airfield
Added sprinkler gibs model
Adjusted physics code re playtest feedback, setting up vehicles to:
- Come to rest naturally at initial spawn
- Continue rolling freely if driver bails out while the vehicle is moving at significant speed
- Keep still, apply "handbrake" if driver exits while relatively stationary