122,848 Commits over 4,048 Days - 1.26cph!
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Storage module now drops contents on death
Fixed dev tools/menu blur using delta time and not unscaled delta time (fixes blur staying on while demo is in slow motion)
Can now call cinematic_play with the same animation that is currently playing and it will revert to frame 0 of the animation
Fixed cinematic_play defaulting to a massive speed if no speed variable was provided
Save map markers in PlayerState so they don't get erased when you get killed (while offline)
Updated vehicle lift icon as well
Commit manifest and a bunch of other changes that generating the manifest results in (mostly just some fx prefab reserialization)
Icon positioning adjustments
Commit generated LootSpawn junk so we don't have clutter in our Plastic added items list
Add support to the item icon slot UI for more than just showing container slots. Now showing vehicle module and chassis info in UI slots.
Fix label disappearing from item info panels at some window sizes
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Updated icons for all chassis and modules
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Merge from hdrp/hdrp-7.2.0
Merge from Main -> Vehicles
Updated some prefabs and materials
Switched physical sky and camera + phys lux values (testing)
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[D11] Z fighting on train tracks at the harbor
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[D11] Optimised Fire rocket explosion particles.
[D11] Z fighting fix again
Added sprinkler model and materials
[D11] Replaced ItemFootstepSound with extend class ItemModWearableFootwear
Increased potato grow time, but lowered optimal condition values.
Some initial potato consumable stats: lowered hyrdration benefit, restores health more slowly.
Removed hardiness bonus from plant properties as it's no longer needed.
Fixed a bug with value remapping breaking some optimal condition calcs.
redo of rock_wall_gravel mesh (used for cave ladders)
[D11] + Increase in bandit_town SLOD distance
[D11] + Fix to bandit_camp rotation issues
[D11] Fix for incorrect stairs at the launch site
Some extra profiling markers - OccusionCulling, WaterRuntime, TMP_UpdateManager, D11DynamicInstancingGPU
Changed far way tree system to use batch render groups (and a major cleanup while I'm at it)
Added optimal quality values to plant properties, so they can be set per growable type, eg potatoes could grow more easily in worse conditions. (all set to 1 at the moment though)
Fixed some client #ifdef errors.