124,958 Commits over 4,171 Days - 1.25cph!
Deleted some unused metas
Changed StagedResourceBreakEffect to use collider mesh instead of renderer mesh
Fixed some missed collider connections in release scenes and prefabs
[D11][UI] Changed create server wipe warning to static message
[D11][UI] Cleaned up create server code of some removed options
[D11] [UI] Game Version retrieval tweak.
[D11] [UI] Increase navigation bar font size.
Fixed r/w on a couple of collider primitives
merge sound import settings
Adding Profile Analyzer to package manager.
[D11][UI] Removed side inventory from crafting screen
[D11] Green keycard spawn [DEBUG]
Sound import settings possibly causing a few small hitches
[D11][UI] Default create server prefab to deactivated
[D11][UI] Removed and altered options in create server screen. Fixed issues with loadout kits
[D11] Delayed on group destroy changes
Fixed cave roots r/w; uses batching
[D11] ogd time based version, commented out for now
[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