193,424 Commits over 4,079 Days - 1.98cph!
Fix spawnable script setup
Fix an item being lost when a corpse with full inventory despawns (into a backpack), the item that can't fit into the backpack will get thrown onto the floor now
Nuked custom 2d texture array inspector (unity now has built-in)
Some more health fixes. Fixes repairs.
Revert some health changes from my #
39974, so overrides are used correctly.
Fix BuildingBlock health display bug. Health on BuildingBlock upgrades is actually sent to the client before the new upgrade state is sent. My code was clamping set health values to MaxHealth(), meaning the new value was clamped to the pre-upgrade max. Reverted the change to let health be set to "impossible" values again.
Also now checking MaxHealth() instead of _maxHealth in health property, allowing for overrides.
Can no longer build and deploy on roads (currently 3 wall heights vertically and 4 meters horizontally)
Changed detail color to instanced properties
Fixed vgui_drawtree crashing
[D11] Quarry mining rig material fixes
Properly null terminate console output
Added detail layer blending control via detail color on rust/std shader set
[D11] Fix for Z Fighting at Launch Site
[D11][UI] Chinese simplified and traditional language keys
[D11] Fixes for various LOD vertex colour issues
[D11][UI] Fixed an number of options not been set to default, fix setting options to default resetting language. Set languages keys to native spellings
Canyon: Rock splat always arid color even in temperate biome
More tundra, added higher plateau north of map for tundra and snow opportunity
Added lakes and monument inserts, monument nodes
Deeper canyons
[D11] Fixed mismatched colours between FemaleBody.Dark and FemaleHead.Dark. Reduced specular on chainlink fence.
{PS4/XB1} [2019.3] Foliage (Bushes/Flowers/Grass) move (animate within its position) when the player moves, and their speed of movement (animation within its position) increases
{PS4/XB1} Environment assets flicker between two colours
foliage world position calculation was duff.
Only spawn prefab mountains on 5k maps or larger (4k maps need the free space to fit the new ring road + large monuments)
Added target count to monument placement scripts to avoid placing as many as possible on larger maps (TODO: needs configuring based on average 4k map monument counts)
[D11] Fix for null connections in CullingVolume
Fixed TerrainPlacementMap starting out disabled
[D11][UI][#3362] Quick Chat will now translate on receiving client rather than sending client
[D11] [UI] Fixed server define issue in OptionsUI OnValidate.
Added placeholder Fertilizer item. Manifest.
[D11] Moved shader into correct folder
[D11] New layered materials for tugboat
[D11] [UI] Game now detects system language of user and attempts to default to system language if it is supported, or closest viable fallback if not. If no support or fallback languages could be found, will default to english. This should address the issue of boot-flow screens always appearing in english.
[D11] Changed BarrellWater Material so its not magenta + Launch site mesh gap fix
Deleted un needed scripts