193,931 Commits over 4,079 Days - 1.98cph!
Building blocks thatched walls thicker, wall blocks meshes triangle counts down 50-75% on LOD0
Atlas twig mat renders double sided
[D11] Move free mem reporter to new dll, make reported amount 64bit
Tuning for sky dynamic exposure
[D11] Fix to magenta on Bear Trap
[D11][UI] Added missing translations to en-US
[D11][UI] Fixed issues with the UI.controls screen.
[D11] Fixed Beta product icon not working on XB1 platform.
[D11] Moves native free memory calls and make the returned value 64bit
"Missing map %s disconnecting" error now tells the player if their cl_downloadfilter is set to not download maps
Renamed Other tab back to Multiplayer in the Options menu
Added "noworkshop" option to the Download Filter in Options menu
[D11][UI] Added green sidebar to button options entry and altered states of vertical carousel
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reapply ASE fix that got lost that is causing slow imports
npc_strider no longer leaves entities it created behind
[d11] Hitbox prefab fixes. Python lib outputted some "!!float" stuff. I have no idea why. I've done some code to clean it up after is merged.
Very tall disconnect messages are not longer being cut off & don't go offscreen
Only do not mount duplicate addons for WorkshopDL
Addon conflict detection only for Lua files
Fixed water wells missing loot panel and not producing water
Ran Scene2Prefab for all water wells to propagate changes
Fixed some IOEntityEditor exceptions if the selected object is missing some serialised fields
Adjusting effect settings
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Set up all exhaust effect code
LiquidContainer uses already existing OnItemAddedOrRemoved virtual method rather than registering a new callback
Fix incorrect pickup/repair item on fluid splitter/sprinkler/fluid switch
Tweaked position of model and IO slots on fluid splitter
Fluid splitter now shows HP and is easier to destroy
Added sky exposure control
- Conditional health now supports a min/max. Settings are min EXCLUSIVE and max INCLUSIVE, and when both values are the same, the conditional will be on at that value (e.g. For only on when destroyed, set both to 0).
- Moved engine damage FX to the conditional system.
- Removed ModuleEngine damage ounds, these will be moved into the effect prefabs.
- Removed OnEngineStateChanged and OnHealthChanged from VehicleModuleComponentBase as there are now unused.
Fixed indirect transmittance scale
Cherrypicking
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[D11] [UI] Raised resolution of "Star" texture slightly.