133,229 Commits over 4,293 Days - 1.29cph!
[D11] [UI] Fixed Japanese font not being able to fix inside the server row panel (panel needed slight size increase as asian fonts require more space to not get clipped).
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[D11] Enable F1 in editor to open debug console
[D11] Missed something with previous spotlight fix
[D11] Reduce debug logging
[D11] Spotlight Rotation fix
Prefab'ed procmap's world setup
Replaced old cliffs placement scripts with the new ones
Procmap now uses foliage.v3 and decor.v3
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potato, potato seed, fertilizer icons
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Vehicle lift client now knows about the occupant. Will allow showing info based on more than just container items in the UI. Protocol++.
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Don't allow moving or removing modules that have stored content + other cleanup
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New EntityFlag_Animator component for controlling animators
Fluid switch handle animation hookup
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No longer need to add foliage meshes to MeshCache
Reverted from using NativeArray in places
[D11] tracer optimisations
[D11] Testing framerate independent camera movement speeds
[D11][#3631] Adjusted light brightness.
[D11] Reduce clientside tracer fx to reduce raycasts
[D11] Fix for bandit town backface culling
[D11] MattS - fix tree pooling (again)
[D11] [UI] Removed "\r" tags from localisation files.
[D11] More satellite Dish Z fighting fixed
[D11] [UI] Vending machine "Vending..." text localised.
[D11] Updating Shaders to use G channel for AO.
[D11] Fix for barrel Spotlight incorrect rotation