130,004 Commits over 4,140 Days - 1.31cph!
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[D11] Fix for tree marker FX not always playing
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[D11] Fix for radtown slod root
Fixed a few issues with deferred decal class. Needed to add update method for when they get parented.
Fixed NRE in WindZoneExManager when a main camera does not exist
[D11] Fix null ref when quitting win64 build
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[D11] [#373] The gun's magazine waits for a new clip from server before allowing a next reload.
[D11] Fix to bug 4133 - No light being emitted from Underground lights.
[D11] Bug 4125 - Jacket Colour Changed to Grey
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merge from animalartupdate
Just wrapped around some third party stuff as a stopgap.
[D11] Ignore the worldsetup bundle on the client.
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[D11] - Tweaked company logo placement / Desert colour grading / toned down the chromatic abberation effect
[D11] Remove ratings from BETA manifest
[D11] Master build compile fix
[D11] Serialised -> public
[D11] Fix to bug 4124 - Snow Biome Rocks were not snow capped.
Removed some logs from TriggerVehiclePush and a ToArray that might not be needed
Added impact effect when colliding with AI in a car
TriggerPlayerForce can now push away AI (will only work if navmesh is enabled on the server)
All remaining impact VFX, sans generic & water, pending shader stuff.
Related file sorting & cleanup.
Fixed sprinklers not applying saturation if they were on while a server restarted
Fixcars command now correctly replaces engine internals on a real server. Had a lingering #if UNITY_EDITOR flag
Fixed foliage lighting in forward mode
Fixed rock shading in forward mode
[D11] Fixing the compilation error in server builds.
Optimized NVG effect (now single pass)
[D11] Procedural water prototype II - two meshes via a mesh render.
fixed NVG working through CCTV Cameras
fixed NVG on sound playing when changing clothing