130,014 Commits over 4,140 Days - 1.31cph!
Fixed demo.skip not working after a demo reaches the final frame
Better format demo.playernames and add column for steam id
Better debug.debugcamera_list display and zoom formatting
Made DemoHUD a standalone prefab (for future iteration)
DemoHUD automatically hides if the menu or developer tools are open
Add demo.playernames to print all players in the currently playing demo
Make chassis colliders more rounded so they'll handle rough terrain more nicely (similar to sedantest "boat" style)
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Chassis visuals performance further improvement
Client performance: Don't animate chassis visuals if it's behind the camera
Client performance: ModularCarAudio
Fix demos failing to load after disconnecting from a server because World.Transfer was enabled
Fix missing speed parameter on windmill animation controller
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[D11] 3D asset optimisations
[D11] + SLOD Distance redone on Bandit Camp (Wasn't working for some people) + cloth_c LOD group adjusted
Removed TerrainPath.RingRoad reference
[D11] + Overhauled all the awning_900's in the game, should now work correctly
Fixed foliage being black in build.
Merge from cast_usage_optimizations
Subtracting
43422 (crash fix test)
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Merge from particle_system_ik_job
Fixed riverflow direction in materials
Monuments HDRP upgrade (powerplant, satdish, sewer branch(wip))
[D11] Fix for z fighting on train tracks + Lowered polycount of Launch Site Floodlights
Reduced plant water intake levels, increased sprinkler output to 10ml every 10 secs.
Output bundle item info as useful json
fluid_splitter material improvements
Overall quality is now calculated correctly when lighting is toggled (not just lighting quality)
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Fixed tree manager to handle out-of-order spawn/kill packets, removed redundant warning