122,043 Commits over 4,048 Days - 1.26cph!
Switch to database2
Move sky settings from BaseSceneSettings to BaseSky
[D11] + Water_well_c objects removed/scene to prefab
[D11] - water_well_b objects removed/scene to prefab
[D11] Merge from art optimisation branch - upped the save protocol number
[D11] Fix for some prefabs missing collision/rendering incorrectly
merge from map_improvements
Remove some placeholder instruments we're not going to produce
Tweaked some instrument animation crossfade timings
Fixed animations not playing if the same note was played multiple times
Apply an offset to the colour index of team leader markers to make them a different colour (local marker = yellow, team leader marker = blue)
Some more compass cleanup
Move compass logic into new UICompass class
Added inventory item prefabs for every existing vehicle module
updated the chassis entities with the proper parts
updating wheel model/texture/mat
separated chassis into part for setup (no rig yet), updated the socket position for proportion
New note sfx importer to automate importing large numbers of notes
Vehicle garage lift area, added non-functional crafting table
Initial work on vehicle editing UI
Fix for MeshLODs not being converted
More fixes for client entity cache
Tuba item world model, weapon and icon
Xylophone icon render and guide mesh
fix for tesla coil effects being default on
Remove offset and rotation fields on instruments for hand props, just use a mesh parented to a transform instead
Initial work on vehicle editing UI, using workbench UI as a placeholder for the moment
Update default note keybinds
Rocket factory stairs / rocket factory crane beams
Additional LODs
increased excavator output (750 sulfur, 5000 stone, 2000 metal frags)
compile fix
basic horse shoes default bp
advanced horse shoes available at compound
scale movement drag for tesla coil based on heavy/weak shorting
m39 cost 400 scrap at bandit
removed debug.logs
tesla coil max damage clamped at 35/second
tesla coil has weak/strong particle/sound effects
tesla coil energy to damage ratio 1
Fix pairing notification not actually including the payload data
Jerrycan guitar sounds WIP
spas 12 has slightly higher fire rate
shotgun slugs are more accurate and do slightly more damage, but with a 50% falloff at 40m
m92 has slightly slower fire rate
simple sight is now a default blueprint
m39 now available at bandit camp instead of l96
bradley loot crate rebalance, higher chance for L96
bradley is more vulnerable to HV rockets
bradley top turret enabled
removed errant debug.logs
Add the network ID to the entity name on the server so we can find them in the editor more easily
[D11] Fix server only code
Invalidate network cache when entities change groups
[D11] + Updated Game Manifest (Josh)
[D11] 29 vertex shaded LODs added to assets in launch site
[D11] 16 LODs for QA castle