193,692 Commits over 4,079 Days - 1.98cph!
Add model script to chassis and modules
Increased brake power a little
Simplified vehicle lift networking, got it working correctly with save/load. Client now also infers the correct lift up/down state from the other parameters. Protocol++.
Show a more helpful message when trying to build in a prevent building volume (including monuments)
Show a message when building too close to another building
Show a message when trying to build in an area where you do not have building privileges
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Enable saving on vehicle lift
Added CompostEntireStack composter inspector bool, if this is enabled, the entire stack of an item will be composted each tick instead of just one from the stack.
Simplified the fertilizer item creaction, getting rid of a loop.
Increased composter tick rate to 15 minutes
Color code condition UI values, red when <= 0.5.
Changed "Water" label to "Water Saturation" to be more obvious what it indicates.
Add position printout to vrad's "Zero area child patch" message
Fixed RichText clickable panels never being clickable if the first character is a new line
[D11] + Various fixes to assets
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UI work: clearer stats display, show percentage values, reordered.
[D11] Changed Distance check to SqrDistance check
[D11] Commented out a few debug.log calls that were called too often
[D11][#3037] Get popup open before hang on ps4 [#3655] Reenabled rightstick down UI event
[D11] Some tweaks to the boat optimisations to make them slightly more efficient
fix a couple of oversized textures
[D11][Art][#1582] Increased roads height to avoid Z-Fighting with terrain
[D11] Fixes for More rotation issues and z fighting at the Launch Site
Removed FoliageRenderer class as it doesn't seem to be used any more...
wrapping up remaining caves scene terrain rework
[D11] Altered the size of the Prevent_building blocker in powerplant [D11][#3643] Fixed control issue with multiple users on ps4
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[D11] Multiple Z fighting fixes at the Launch Site
Added menu item to reimport compute shaders
Split textures up slightly because it's 2020 and you still get texture corruption in Unity if a bundle is over 4gb
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Fixed a bunch of issues, almost all working.
Switch to DirectX12 on XB1
Turn off shadow casting on decal shader
Turn off old legacy pipeline camera components and old decal system
Simpler fix for server shader stripping
[D11] Only strip shaders on CLIENT
[D11] Fix to visible gap in mesh at Sewers + another z fighting material
[D11] + Fix to remnant_container_6x4 culling at LOD 0
Fixed calls to native code
[D11] Increased default joysticks deadzone to 0.3