127,034 Commits over 4,109 Days - 1.29cph!
[D11][UI] Added non platform player icon
Use t:Model instead of t:Mesh
Test to reduce number of bundles that contain per-platform assets (shaders, really)
[D11] Merge commit ignore me
[D11] Weighted normals Prefabs/Deployable
[D11] Fixed 3003 Added checks for disconnected gamepads to prevent input from other users.
Fixed Win64 quality profile
[D11] updated icon sheets
[D11] NPC vending machines use skin #0
[D11] Fixing Harbor Crane Material
[D11][UI][#3851] Fixed issue with players in game screen highligh
[D11] Fix for ps4 master builds missing define
[D11] Fix for ps4 master builds missing define
[D11] Further changes based on FP feedback.
[D11] Added FOV and tilt to debugcamera controls
[D11] [UI] Tool added to generate character set text files by reading from translation files. (So we can generate font atlas from characters in file to ensure no missing characters).
Revert the in-place sort change because I remembered the original order is important
[D11] Changed font scaling for options hint text to prevent overflow
[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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