129,472 Commits over 4,140 Days - 1.30cph!
[D11][OPTIMIZATION] Incremental
merge from inside terrain antihack fixes
[D11] compile fix - why did this only show up when I updated my second workspace?!
[D11] [UI] Fix server define.
Any throttle input now starts the engine, not just forward
[D11][DTLS] Fixed typo on callback type for handshake invocation on PS4/XBoxOne. Logged clarity to the depth and state of the certificate verification callback. Updated windows console testbed.
Minor driving physics changes
Fix driver inputs staying around after the driver got out
[D11] [UI] Controller Icon updates in scenes that were missing the component.
[D11] Launch Site first pass fix.
[D11] Experimental delayed Entity spawning...
Another attempt to disable burst on linux
BaseRidableAnimal compile fix
Client/Server fixes
Fix instruments not playing notes over network (actually tested!)
Fixed IK not working over network
Vehicle audio work + fixing bad prefab IDs
Changed chassis options them to be prefab variants of a base chassis prefab, as they were starting to share more code
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Created sound definitions for basic car sounds
Remaining Bandit Town conversion (sans stuff related to unlit shader emissive bug)
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Engine audio inspector params
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[D11] merge from d11 main
Latest terrain generation changes: Forests not random perlin anymore (desposits/flow based)
Arid cliffs draw distances aligned with temperate prefabs
Adjustments to forest populations, still wip until complete 4k support for splats/topos
Save/load favourited items between sessions
Include IO entity name in controller info response