193,712 Commits over 4,079 Days - 1.98cph!
Add env.cloudrotation convar
Allow lights use with engine off
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Finished off the rest of the benchmark setup
Merge from cinematic_tools
A benchmark for FoliageGrid
Reworked fertilizer consumption and some optimisation.
DisableClipping now returns the previous state of Clipping
Applied the above DFrame's Shadow, DNumberScratch's popup, Drag'n'drop rendering and Derma_DrawBackgroundBlur
All consolidated into one BRG, bug fixes etc.
[D11] 3D asset optimisations
buildcubemaps no longer crashes the game in main menu
[D11] Restart and return to frontend at end of demo [TEMP]
Added Fluid Splitter model and materials + gibs
Monuments HDRP upgrade (power sub stations)
Monuments HDRP upgrade (quarries)
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automatically disable clientside entity caching for demo recording
gene bonus balance tweaks
Removed old lighting prefab used in monument scenes
Monuments HDRP upgrade (ice lakes, lighthouse, harbor1, military tunnels, compound, bandit town)
Decentralizing rocks/cliff placement from certain scenes into nested prefabs to avoid data loss in the future
Added missing monument topology to caves
Fix a bonus being applied twice in yield calc.
Moved to a singular BRG for the whole grid
Fixed several client-only projectile instantiates calling SetActive instead of AwakeFromInstantiate (this would leak with pooling, although none of these currently appear to be using pooling)
BaseProjectile.ServerUse correctly returns its temporary hit list to the pool
SetFlag invalidates network cache even if called without sending a network update
SendIONetworkUpdate no longer calls InvalidateNetworkCache (since it is now correctly done in SetFlag)
Yield pool basic implementation
[D11][3450] Adjusted outline shader.
[D11][3450] Scrap piles now have a *temporary* outline shader applied.
merge from shotguntrap_cave_fix
[D11] Demo record/playback for DTLS
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Cockpit icon update to latest model
Module/chassis item description edits
Added UI infobox data for vehicle chassis and modules
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