202,191 Commits over 4,171 Days - 2.02cph!
Reverted ground plants, tree and splat changes
Substracted ground plant changes
Set reflection multipliers to 1 for all Building environment volume types
Added adminlight convar (same as admintime, useful to test lighting)
Supermarket in desert finalization
Merge research table fixes
Fix research tables getting stuck in invalid state when researching without scrap
Cherrypick research table breaking on restart
Fixed topological issues that were unintentionally cutting off some player spawn areas
Gas station in desert finalization
Fixed rock_pile.mat not being biome tinted. Presumably an oversight since it looked completely whack in the gas station cave.
Fixed compile error
Fixed workshop fonts spamming pointless console messages trying to load from the .gma directly which won't work
merge from prerelease (oops)
Fixed NPC.AddEntityRelationship priority argument reading from the wrong argument. Also made it optional ( defaults to 0 )
Fixed effects/base.lua being included twice
Fixed ai_debug_enemies (and probably other NPC debug stuff) spewing nonsense to console
Added some crash checks to CShaderSystem::TakeSnapshot
metal_panels_a and metal_panels_b redo. Consolidated the set and removed _brighter variant
Tidied up motion vector generation
Merge from cubemap lighting
Added "Select Page" option in Addons menu
Fixed non halting Lua error when Derma_Install_Convar_Functions() Panels attempt to set empty console variable
Tweaked concrete_f_bld_var material
Reordered textures on brick_wall_b_plasterblend
Airfield / replaced all old light switches
Disabled red and green lights on the light switch prefab
Added yellow light that is always on to indicate the switches control emergency lights
▌▅▊▄█▆.▆▍▉▋▆▊▆▍██▌▍▋▆ ▍▊▋▋ ▍▉▉▍▅▅▍ ▆▅ ▋▆▄▄▇▉ ▆▅▍▆▆▍█▊▍█▊▇▉ ▉▅▊▆▇▌▅▍▊▆ ${}
Improved a bunch of things with unloading ore
▆▄▋▉▇_▅▅█_▊▅▅▅█▆_▉ ▄▍▊ ▉▉ ▄▌▉▇▆▄▉ ▊▅▉▇▇▇▉ ▌▋▆
Hopefully fix hold to dismount showing an unlocalized string on progress bar UI (will need a phrase rebuild)
Show a different interaction if there's a wagon lined up, but it's empty
Merge from adminpanel_ugc
Fixed expanded sign image getting smaller over time
FIxed cassette audio looping forever
Store the last person to modify a firework, display it in the UGC browser
Initial support for showing pattern fireworks in the UGC browser
Allow unloading if the output bin is not empty, but don't allow if it's totally full
Correctly show the ore level on initial load
Fixed some menu interactions with the tower components. Use generic_resizable loot panels. Increased slots to 12.
Adjusted vacuum start delay per discussion with Alex
Merge from adminpanel_ugc
Can now click on UGC images to expand them for a better view
Don't show signs in the UGC list if they have no data
Better behaviour when cycling through images on a neon sign when some frames have no data