193,780 Commits over 4,079 Days - 1.98cph!
Fixed tree LOD preprocessing, additional logging for trees incompatible with pooling, preprocessor.CanDelete() now ignores refs held by to-be-deleted components
[D11][UI] Changes to Find/JoinGames screen
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[D11] Fixed Renderer States on Tree Prefabs
set fruit visual scale curves
[D11] Changed Tree Prefabs to ensure they have exactly 4 LODs
Refresh qualities when fertilizer is consumed
[D11] [TEMP!] Disabled incremental GC panic mode
[D11][UI] fixed TextMeshPro error in loading screen
Plant stage duration initial base values
Some fixes to trainyard, splat painting adjustments around cliffs
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Removing missing scripts from prefabs/scenes
Scene2Prefab
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Orbit target entity mode for debug camera
Initial commit of internal engine items
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Add env.oceanlevel replicated convar that lets server admins change the water height
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Better slow-speed exit handbrake system
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Updated some item descriptions
Fixed wrong source item hookup on sprinkler
Strip out "demos/" from filename display
Stopped teleport2owneditem command printing to log and used replywith instead
Fixed OutOfBounds exception when running this command and the player has no owned items
Fix VehicleEditingItemIcon refresh
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Fixed a crash issue with prop_combine_ball when its missing its physics object
Fixed HSVToColor and HSLToColor freezeing the game with large Hue values
Fixed Dedicated servers not being able to read unlisted collections
[D11] Whoops forgot the actual spritesheet and font tweaks
[D11] UI art pass on Option menu, initial version of new menu spritesheet
[D11] + Adjusted the size of the bandit_town safe zone
[D11] Changed compression mode on icons.
[D11] Rocket Mesh Optimized
[D11] + Added a LOD system to the wooden_walkway_pillar_lights
[D11][Gameplay][#3693] Exterior walls and gates are at the correct distance from the player