129,460 Commits over 4,140 Days - 1.30cph!
Warehouses - baked LOD rework
Change to 2 shadow cascades (from 4)
[D11] + Bandit Town object removal/scene to prefab/update game manifest and modified prefabs.
Rescaled headlerp so default value is 1 (while preserving same behaviour as before)
Added headlerp_inertia convar to smoothen the beginning of the head reset motion (default = false = old behaviour)
[D11] [UI] Fixed connection indicator hud visibility issue. Updated PS4 platform images.
Added clothing background overlay icon to locker slots to make it clear which rows can only hold clothing.
ItemIcon can now specify a background overlay image for when the slot is empty. Gets hidden when occupied.
Updated lootpanel.locker.prefab to use ItemIcon prefab variants.
Enabling decals so terrain renders, thanks @unity3d
Diesels can be traded for lowgrade at Outpost (Hapis only)
[D11] [UI] Fixed Base Stats showing when not on Full or Light hud visibility settings
Train crane - baked LOD rework
Large industrial prop b LOD4
[D11] copy the Assets\Content\UI\Menu folder from latest on 2019.1 branch to fix some guid changes caused by a previous merge.
First run at targeted benchmarks
[D11] Fix for lightbar not resetting when torch is broken
House ruins - all buildings baked LOD rework
Updated compound level
Added missing pumpkin textures
[D11] [UI] Fixed HUD visibility settings as some elements were missing.
Cheaper LODs for modular pipes
Removed extra blue key card spawner from large oilrig
[D11] + Object removal of Sattellite Dish/Updated Manifest/Scene to prefab
LightLOD also turn off HDAdditionalLightData
Quality settings tweak
merge from map_improvments
IsValid check before getting GameObjectRef in LifeInforgraphic
Show grid on death screen map
[D11] Restored the initial bootstrap splash screen
added keybind to control options UI
Added Drop Item (single) and Drop Item (stack) to the control binding UI, under the Inventory section. (default unbound)
Better item definition lookup for weapon name on game over screen
Residential buildings - all buildings baked LOD rework
Updated compound level
Merge logic from remove point of interest methods into a new method that takes a list as a reference
Launch site WIP.
Recycler and FuseBox fixes.
Removing MeshReplacement system etc.
reduced horse equipment slots from 6 to 4
NRE fix
fixed initial horse looting having all cells visible
Digger vehicle / rebuilt far distance LODs with baked textures
added saddle bags and horse shoes
added horse information panel
added additional horse equipment information
Warehouses
Nixed some stray deprecated scripts