193,780 Commits over 4,079 Days - 1.98cph!
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Added FoliageIndirectRenderer to manage a group of instances
[D11] Weapon/ViewModel update - Including ScreenShake changes & debug info for num of Sounds/Effects
[D11] + Fixed awning_900_green culling on PS4 again
[D11] Asset Optimisations
MediaIsland server startup error+warning fixes
Removed missing prefabs
Removed broken prefabs
Edits to storage interaction
[D11] Undo MattP's changes
Fix engine storage parenting on 1mod_engine
Initial commit of engine internal items work
Demo name formatting changes
Another fluid switch fix change, simplify planter sensor for now
Subtract
47282, it didn't fix things
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Logic fixes for fluid switch
Change TOD_Time to use Update instead of FixedUpdate so it runs even when timescale is 0, and it uses its own fixed step loop inside to maintain behaviour
WIP planter electrical sensor
Check ItemModDeployable.entityprefab exists before checking if it is valid in LifeInfographic
repaired plant properties after adding the new stage.
Switch spawnicon editor skins/bodygroups to sliders from dropdowns
Community: util.TypeToString now works nicer for angles
Loading Screens are now passed game volume via GameDetails()
Added a dedicated crossbreeding stage instead of just triggering crossbreeding when entering sapling stage.
Restored close caption support
Added closecaptions and subtitles for languages supported by Half-Life 2 games
Yield text tweak.
Renamed mulch item.
[D11] + Fixed/cleaned up all the static industrial doors (Removing components affecting them, inserted missing LODs, adjusting LOD distances etc)
Clean up a couple of garbage allocations
Use ENABLE_D11_COMMAND_BUFFER_OPTS to avoid redundant copying of command buffer data
Added Panel.Set/GetMaximumCharCount, both of which work on TextEntry and RichText
Testing out indirect rendering of foliage...
Fixed initially spawned tree entities not disabling their billboards
[D11] Remaining Tree prefabs now have 4 render states and exactly 4 LODs