4,429 Commits over 1,949 Days - 0.09cph!
Editor exporting of presets as default configs.
Load defaults before convars.
Converted Screen sub options UI to a prefab.
More UI setup.
Standardised caps and formating across all graphics options.
Bunch more options UI layout
More organising and combining.
Deleted now unused menu items and removed their refs in presets.
Started organising options layouts
Disable some now-duplicate options in graphics options screen
Merge from presets_editor/quality/
Added asyncUpload settings to mandatory defaults
Set shadow cascade splits in mandatory defaults
Particle raycasy budget preset values
Added streaming texture presets
Commented out any quality settings we probably don't want the client to be able to control.
Added a SetMandatoryDefaults() function to set any stuff we definitely want set as default, across any quality levels.
Implement the same hammer highlight effect as regular building blocks when targetting upgradables.
Show red if the upgrade is blocked.
Added some placeholder quality level functions to TerrainTexturing so I can remove global quality level going forwards.
Return no quality change for now. Need to figure out which quality settings will need to be monitored for change here still.
...and EnforceShadowDistanceBounds
Remove old shadow distance
Bunch of texture streaming related setup/rework.
Rewored AdjustTextureStreamingBudget() to take budget directly from convar.
Added streaming budgets to presets.
Fixed bug with preset editor and non-UI linked convars.
Merge from simple_upgrade
Can't upgrade after recent damage
Fixing branch name typo because I can't live with it.
Bunch of shadow cascades and distance related stuff.
Merge from simple_upgrade
Fix cancel radial menu appearance behaviour for upgradables.
Fix the pre-existing missing icon error message.
Percentage based shadow distance. Still enforcing previous shadow distances based on cascades for workarounds.
Merge from simple_upgrade
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Merge from simple_upgrade
Menu improvements.
Additional RPC checks.
Some refactoring.
Add an alternate render method
Upgradable items can now alternatively use the upgrade item as upgrade cost, instead of the item ingredients.
High externall walls and gates use the upgrade item as cost.
Merge from simple_upgrade
Check item blueprint is unlocked.
Automatically setup temporary approved skins with correct item names.
Bunch of debug log cleanup.
Merge from main and restore graphics options UI after conflict
Merge from simple_upgrade
Restore child entities.
Allow gates with locks to be upgraded again, copy the lock across instead.