193,688 Commits over 4,079 Days - 1.98cph!
[D11] Lighthouse z fighting fix
[D11] Rocket factory exterior LOD3 vert colour fixed
[D11][UI] Fixed issues with kick messages
[D11] Flickering launch site elevator fix
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[D11] Terrain Texture Size Decrease
[D11] Optimised signal grenade particles.
hdrp ds using wrong appid
Water quality returns 0 not -1 when underwater.
Artificial light quality is now capped at 1 instead of 1.5, because it already provides the bonus of 24hr light and ignores the plants time of day happiness.
[D11] Vent LOD distance tweak
[D11] Fix for floating asset Launch Site
[#3295] Prevented shadow strength warnings about range being outside 0 to 1 from spamming the console.
[D11] Changed generated kick message for rpc errors to a translate key, translate idle kick message
Controls changed in layout A:
voice chat toggle/ push to talk - press/hold the view button (BUTTON.BACKBUTTON in code)
crouch is now on B (BUTTON.CANCEL in code)
quick chat - press the R3 (rightStickButtonPressed in code)
While building in layout A:
Controlling structure height: Y + D-pad Up/ Down -> Right/Left shoulder
Menu changes - loc strings reassigned:
Standard A layout:
Face Right: d11_voice_chat -> d11_toggle_crouch
Special Left: d11_quick_chat -> d11_voice_chat
R3: d11_toggle_crouch -> d11_quick_chat
Building A layout:
Face Right: d11_voice_chat -> d11_toggle_crouch
Special Left: d11_quick_chat -> d11_voice_chat
R3: d11_toggle_crouch -> d11_quick_chat
Face Top: d11_foundation_height -> d11_secondary_interact, disabled
L1: d11_previous_structure -> d11_raisefoundation (new string)
R1: d11_next_structure -> d11_lowerfoundation (new string)
D-Pad Up: d11_inventory_raisefoundation -> d11_inventory
D-Pad Down: d11_crafting_lowerfoundation -> d11_crafting
The old buttons in the UI.BuildingContextMenu are disabled and marked as unused.
Merge from effect_benchmark
#if CLIENT, more effects per run
merged & fixed water consumption changes
finished water consumption changes: protobuf, display, update.
Updated some test scenes that used craggy's terrain
Refreshed craggy island terrain to better showcase biomes and topology masks as used in the game
Savas and Savas koth wrap up before playtests
removing old testmaps I made
[D11] More Z fighting materials fixed
[D11] Don't call CanLookAtEntity every frame
[D11] Translate Kick messages
[D11] Prevent server code running on client
[D11] Don't disable/enable poolable behaviours/components when destroying
Tentative fix for lift not deploying in builds
Moved car lift to electrical category
Fix "Calling kill - but already IsDestroyed!?" warnings on seats when vehicles are destroyed.
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Using IOStateChanged instead of UpdateFromInput
Boot out player interaction if they're using the lift when it loses power
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Remove obsolete method, exit Modular Car inventory loadout, edit test map
Merge from Main -> Vehicles