11,556 Commits over 3,591 Days - 0.13cph!
Merge from main, codegen.
Setup population convar and fix error.
Increase snake trigger radius.
Added snake spawn population.
Updated world spawns.
Move snake files.
Manifest.
Increase client side trigger radius so snakes turn towards players earlier
Merge from main, resolve conflicts.
Merge from main, resolve conflicts.
Added convar (accessibility.disableMovementInInventory) to block player input when then inventory screen is open.
Added a UI toggle option for it in the Accessibility options menu UI.
TerrainTexturing now monitors individual terrain related settings for change, instead of the Unity QualitySettings level
Change default filename.
Fix export button appearing when it shouldn't.
Merge from clean_and_generate_codegen
Change reload detection method
Manually import generated code assets after clean and build to prevent any additional processing steps the next time you tab out/back to Unity.
Simplify the whole process now I've fixed this issue.
Added a combined "Clean and Generate" Codegen option that seems to work (fixed a bunch of issues with it, but still testing)
Disable TAA in TwitchDrops render scene to fix black BG in renders
Add filename to inspector.
Only show save preset button if there's a filename specified.
Potential NRE fixes.
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