126,662 Commits over 4,109 Days - 1.28cph!
[D11][UI] removed inventory Section headers bars
[D11] Icon & Splash Screen updates
[D11] PlayersInGame menu tweaks
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[D11] removed extra lights on satchel charge
[D11] Weighted normals Prefabs/Deployable
Removed a redundant quality calc when loading from saves
[D11] [UI] Translate initialisation fix for language code fallback not using correct format.
[D11][UI] Removed loading title bar
[D11][UI] Updated beta loading screen to match normal loading screen
[D11] [UI] Added missing translations and updated characters file and font atlas's.
Avoid an unnecessary network update when loading from a save.
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[D11][UI] Fix for options screen crash
Triangle frame block art (models/gibs/col for all tiers)
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[DTLS[ Small improvements + took out Ivans' debugging stuff
Engine internal items now take damage along with the module itself
Added functional Check Engine light. Some refactoring and performance improvement on engine code.
Manually fixed some merge issues in IOEntity
Made PushLiquid respect backtracking convar
Made a new IOEntity field IsGravitySource to use instead of RootEntity when determining the source of a gravity fed input
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Fixed deferred mesh decals premultiply mode
Fixed rendering artifacts in deferred mesh decals
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Respect IO backtracking convar in Sprinkler and LiquidContainer
Fixed object motion vector handling causing issues with horse hair
armored window shutter sounds
Add _EmissionColor to instanced shader properties list.
merge the merge test branch (mmtest) back to farming2
[D11][LOC] en-us translations
Replaced vending machines garage doors
Fixed UV warping on garage_door_large_a
[D11] PopupSystem Arrow icon update
[D11] Fixes based on FP Feedback
[D11][UI][#3852] Fixed issue with leaderboards when disconnected from the internet
DTLS IMPROVEMENTS
1. Better staging order ( so its not across > 1 tick )
2. Better memory management ( empty staging containers won't pollute pix )
3. Immediate mode takes less stages/latency
4. Sending bug fix ( didn't send until after rtti ) + flush fixing 5. Lowered tick frequency to 15ms ( from 5ms ). Local tests giving same results as 5ms.
Fixes for local server stuff on editor/consoles ( brought about by necessary changes to the server code by Alex ).
[D11][UI] Changed Leaderboard selection to match other menus
[D11][#3462] LookatTooltip was setting all MeshRenderers to be on the Default layer when player was no longer looking at a {metal,wood,stone}-collectible
=> Default layer is colliding with PlayerMovement layer and as a result player is colliding with collectible items, which is different from the Steam version.
Changing it to restore the original layers instead.
[D11] [UI] Shortened ps4 only string