194,089 Commits over 4,079 Days - 1.98cph!
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Models that exceed MAXSTUDIOFLEXVERTS no longer crash the game
[D11] Adds some error warnings for meshocludee code, also changes call to find renderers to also find disabled renderers
[D11] Adds some error warnings for meshocludee code, also changes call to find renderers to also find disabled renderers
Spawnmenu's ContentHeader panels obey parent's read only state by not allowing its text to be edited
The Stanley Parable map icons
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[D11] [UI] Removed unit suffix from Camera Inertia value.
Toning AO down on 'atlas_wood_stone_metal_ao' texture
Wood tier wall/half/third corner conditional meshes/colliders
Stone tier wall/half/third corner conditional meshes/colliders
[D11] Ambient lighting - need to check for the player construction along with checks for other environments.
Completely disable fading decal removal, it just causes crashes
[D11][Graphics][#3902] Fixed doors occlusion culling issues
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maybe ensure clrjit.dll is not locked *before* trying to delete it (oops)
Kill off c# compiler before installing new version of Unity
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Move disabled / network limited entities to the limbo network group (so they are properly excluded from any processing)
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[D11] Ambient light. Additional triggers on the sewer tunnel ladder. Using separate update periods for player-created buildings and other constructions.
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[D11] - Removing missed read/writes
[D11][UI] Set quick chat icons, rotate direction icons
[D11][UI][#3966] Fixed a number of issues with the assign sleeping bag screen.
[D11] Temporarily switch the light off for the shotgun trap fire effect
[D11] [UI] Removed backend new line tag error from localisation file.
[D11] HDRP Fixes for ExplosionsLightCurves and related prefabs
New fluid combiner entity, combines three separate fluid inputs
Extended the electrical combiner script to support three inputs (no actual change to the electrical combiner prefab)
Code review: Change shader property strings to IDs.
Code review: Combine MaterialPropertyBlocks and make static.
Reduce garbage gen in RefreshLODSets a little
New water desalinater entity, inherits from the Water Purifier but isn't placed over a campfire and must be powered.
Processes 4x as much water each minute and only loses half of the salt water in the conversion process.
Code review: Remove unused vars.
Initial test per code review discussion, started converting VehicleModuleComponentBase components to actual sub-entities, using a new IVehicleModuleComponent
Fixed water purifier reusing the miningquarry protobuf - now has it's own protobuf class
Added a water depth test socket mod to enforce minimum/maximum depths for the water pump
Added a place on water option to the construction component so the pump is placed on the water level
Merge from Main -> Vehicles
[Editor] Don't lose TonemappingColorGrading settings when switching off #CLIENT. Fixes black screen on first run when switching back.
Potentially fixed LootContainer.OnKilled stats NRE (only occurs when a container is killed via a DestroyOnGroundMissing component)
Fixed power plant puzzle bypass
PP S2P
Removed redundant prevent movement volumes (PP)