127,659 Commits over 4,109 Days - 1.29cph!
[D11] Adds code to flush the OGD list
[D11] [UI] My Stats page implementation in all areas it's used.
Temporarily disable the BatchRendererGroup optimisation because it's slower without the draw call culling
[D11] Scene2Prefab update airfield and compound
Fixed large battery gibs errors
Large battery can now be rotated
Fixed passengers sometimes receiving fall damage in scrap transport helicopter
Added Hapis Lake prefab for map makers
TriggerHurtNotChild also checks mounts, not only parenting
Scrap Transport Helicopter damage trigger uses TriggerHurtNotChild instead of TriggerHurt
Better tooltip on death marker
Slightly improved SAM site visibility from a distance
Better map to world calculation (still not perfect)
Fuel generator can be bought from Outpost
Remove map notes by right clicking them
RPC cleanup/formatting
Map points of interest are colour coded
Compass notches are colour coded with map notches
Populate max 6 markers on the compass
True support for multiple drivers at once. Multi-driver drifting?
Inputs are combined in a way where they won't cancel each other out.
Fixed a few foliage prefabs that require batching
Fixed a couple more mesh collider connections
Removed occluders from wall.external.high.wood/stone; deleted occlusion models
Scene2prefab all
Remove vehicle settings that are currently unused
Hooked up piano model
Fixed IK hand target gizmos not appearing
First and main pass on model optimizations (non-monuments)
Scene2prefab on most scenes with references to optimized meshes
Initial support for multiple driver's seats. Driver seats now defined per mount point, instead of always being mount point zero. Updated existing vehices.
merge from main/helicoptersounds
Enable doppler on player driven helis
Cleanup
Fix for wheel data being accessed before init on separate client/server. Don't take passenger input as driver input when there's also a driver.
Improved NPC heli flight sounds
Add doppler support
New scrap heli and minicopter damage sounds
Adjust module weights some more
Unity 2019.2 compatibility
Fix for occlusion culling warnings when running at low resolutions
Use BatchRendererGroup for persistent draw calls in instancing code
Fix for not always copying asset bundles during build
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[D11] Adds proper ifdeffing so we can comment out this optmisation if needed
[D11] Fairly happy that this can now be checked into main branch. Seems to behaive ok... never more than about 200 behind on a large map on PC and on PS4 the game is mostly 30fps
Optimisation: Disable shadow casting for LOD levels 2+, on all objects shorter than 5 units
[D11] [UI] My Stats hook-up WIP. Titles fixed, stats hooked up (only currently works on leaderboards page).