193,628 Commits over 4,079 Days - 1.98cph!

5 Years Ago
Prefab setup
5 Years Ago
Backup
5 Years Ago
merge from main
5 Years Ago
[D11] Process of changing Compression Quality on Icons from 50 to 85 - Set 1
5 Years Ago
Additional particle shader options
5 Years Ago
Prefab updates
5 Years Ago
[D11] Define Fix
5 Years Ago
[D11] PFX material updates
5 Years Ago
Fixed capsule DDraw being inverted at times
5 Years Ago
Fixes and additions to particle shader
5 Years Ago
Fixed ring road not having any vertical smoothing applied (was overwritten after roadside monument placement)
5 Years Ago
Barren map scene updates
5 Years Ago
Only attempt to generate ring road on 3k map or larger
5 Years Ago
Cull river and road meshes at 1000m
5 Years Ago
[D11] Added caching for waitForSecondsRealTime from the FP build. Also added debug option for cycling through tips for QA see 3554
5 Years Ago
[D11][UI] Removed map marker GC allocs, [#3034] Fixed options making select noise when trying to select option
5 Years Ago
Moving the Culture info to the Translate class for reusability.
5 Years Ago
[D11] Updated Shaders and fixed missing texture references in several PFX materials
5 Years Ago
Yield value increases during the fruiting stage, includes yield gene modifiers. Placeholder values. Show the yield and current stage info on crosshair info.
5 Years Ago
[D11] Resetting GenerateRoadLayout Meshoffset to 0f. Any value above that seems to drastically raise the height of the roads.
5 Years Ago
Use 4 anchor points to generate ring road on small maps, then 8 at 5k or larger
5 Years Ago
Compile fix
5 Years Ago
TreeEntity: Changed OnDrawGizmos to OnDrawGizmosSelected (editor performance)
5 Years Ago
Snap vertices to terrain at start and end of the path meshes Fixed off by one in PathInterpolator (resulting in slightly incorrect path positions)
5 Years Ago
Show plant type on crosshair info
5 Years Ago
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)
5 Years Ago
In the editor, disable autoSyncTransforms when spawning populations (saves 20s in server loading time on a 4k map when no save is being loaded)
5 Years Ago
merge from main
5 Years Ago
[D11] Reducing texture size of forest floor. Reassigning materials from LayeredLit. Setting correct rock materials.
5 Years Ago
[D11][3546] Loading text and Inventory text is now bold.
5 Years Ago
[D11] [UI] Added missing translation for Helicopter Gun.
5 Years Ago
[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.
5 Years Ago
[D11] Server compile fix
5 Years Ago
Fixed player.fillwater command not working if there was an empty belt slot
5 Years Ago
Merge from Main->Vehicles
5 Years Ago
Extra
5 Years Ago
Terrain damage work
5 Years Ago
Updated randommodular item list
5 Years Ago
Cleanup some unneeded fuel logic
5 Years Ago
Working on rough terrain damage
5 Years Ago
Use proper water catcher UI
5 Years Ago
Mark water item as dirty when pushing it through connections to update UI
5 Years Ago
Optimized closing the game
5 Years Ago
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
5 Years Ago
Shrink sprinkler splash radius, expose radius as a gizmo
5 Years Ago
Move water catcher sockets to other side of entity
5 Years Ago
Hose tool now places proper hose lines while placing instead of cables
5 Years Ago
▍▌█▇▆▇▋▌
5 Years Ago
Fixed some gravity pump edge cases Fixed fluid splitter marked as electric
5 Years Ago
Respect max stack size when moving fuel around Sprinkler now only stores 10ml of water locally