193,628 Commits over 4,079 Days - 1.98cph!
[D11] Process of changing Compression Quality on Icons from 50 to 85 - Set 1
Additional particle shader options
[D11] PFX material updates
Fixed capsule DDraw being inverted at times
Fixes and additions to particle shader
Fixed ring road not having any vertical smoothing applied (was overwritten after roadside monument placement)
Only attempt to generate ring road on 3k map or larger
Cull river and road meshes at 1000m
[D11] Added caching for waitForSecondsRealTime from the FP build. Also added debug option for cycling through tips for QA see 3554
[D11][UI] Removed map marker GC allocs, [#3034] Fixed options making select noise when trying to select option
Moving the Culture info to the Translate class for reusability.
[D11] Updated Shaders and fixed missing texture references in several PFX materials
Yield value increases during the fruiting stage, includes yield gene modifiers. Placeholder values.
Show the yield and current stage info on crosshair info.
[D11] Resetting GenerateRoadLayout Meshoffset to 0f. Any value above that seems to drastically raise the height of the roads.
Use 4 anchor points to generate ring road on small maps, then 8 at 5k or larger
TreeEntity: Changed OnDrawGizmos to OnDrawGizmosSelected (editor performance)
Snap vertices to terrain at start and end of the path meshes
Fixed off by one in PathInterpolator (resulting in slightly incorrect path positions)
Show plant type on crosshair info
Don't start building the navmesh if ai.move is false and nav_wait is false (i.e. in the editor -- eliminates a lot of editor stuttering on large maps)
In the editor, disable autoSyncTransforms when spawning populations (saves 20s in server loading time on a 4k map when no save is being loaded)
[D11] Reducing texture size of forest floor. Reassigning materials from LayeredLit. Setting correct rock materials.
[D11][3546] Loading text and Inventory text is now bold.
[D11] [UI] Added missing translation for Helicopter Gun.
[D11] Death Info now marks other players "attackerIsPlayer" as true. Death Stats info now correctly checks if attacker is player before attempting to translate the attacker name.
Fixed player.fillwater command not working if there was an empty belt slot
Merge from Main->Vehicles
Updated randommodular item list
Cleanup some unneeded fuel logic
Working on rough terrain damage
Use proper water catcher UI
Mark water item as dirty when pushing it through connections to update UI
Optimized closing the game
Tweak fuel process, sprinkler only uses water loaded on to it and LiquidContainer is responsible for pushing water to various entities
Use IsConnectedTo check before splashing something, it's better solution than the earlier fix in
46160
Shrink sprinkler splash radius, expose radius as a gizmo
Move water catcher sockets to other side of entity
Hose tool now places proper hose lines while placing instead of cables
Fixed some gravity pump edge cases
Fixed fluid splitter marked as electric
Respect max stack size when moving fuel around
Sprinkler now only stores 10ml of water locally