193,508 Commits over 4,079 Days - 1.98cph!
Always save config when exiting the game
Only allow boost in forward direction and only if we are not recovering from previous boost
Enabled forward mode and shadow mask mode in a few shaders
[D11] PFX material updates
[D11] Particle materials updated with HDRP/Custom shaders
[D11][#3051] Added sound effect for starting to split a stack of items [#3564] Fixed issue with kick player popup not telling you who you are kicking
Removed a bunch of pre-existing code related to growth and growthAge which isn't needed.
Undo ignoreZ and alphatest changes to Effect Rings as they cause unwanted behavior
[D11] Process of changing Compression Quality on Icons from 50 to 85 - Set 3
[D11] Reset default rustworks
Removed a bit of unused code
[D11] Ore material updates.
[D11] Hemp Material Update and LODing
Get rid of certain start up cvar console warnings to match main branch
Range level initial build
Oasis backup
[D11] Added convar for switching rustworks environment
[D11] Process of changing Compression Quality on Icons from 50 to 85 - Set 2
Show current stage name and progress on crosshair UI.
UI tweaks.
Additional farming save file with potatoes at fruiting stage, to save my sanity.
Fixed particle shader lighting
[D11] Process of changing Compression Quality on Icons from 50 to 85 - Set 1
Additional particle shader options
[D11] PFX material updates
Fixed capsule DDraw being inverted at times
Fixes and additions to particle shader
Fixed ring road not having any vertical smoothing applied (was overwritten after roadside monument placement)
Only attempt to generate ring road on 3k map or larger
Cull river and road meshes at 1000m
[D11] Added caching for waitForSecondsRealTime from the FP build. Also added debug option for cycling through tips for QA see 3554
[D11][UI] Removed map marker GC allocs, [#3034] Fixed options making select noise when trying to select option
Moving the Culture info to the Translate class for reusability.
[D11] Updated Shaders and fixed missing texture references in several PFX materials
Yield value increases during the fruiting stage, includes yield gene modifiers. Placeholder values.
Show the yield and current stage info on crosshair info.
[D11] Resetting GenerateRoadLayout Meshoffset to 0f. Any value above that seems to drastically raise the height of the roads.