193,316 Commits over 4,079 Days - 1.97cph!
Changed BuildPrefabs to use SaveAsPrefabAsset instead of copying files around
Ensure world prefabs spawn in when player spawns
Turn off LODs when RendererLOD is disabled
[D11][UI] Increased gap between navigation bar options
Added D11WorldSpawn for dynamic spawning of map prefabs (monuments etc)
[D11] Started separating PlatformServices + fix for UIMyGames.cs
[D11][Audio] Detailed Reverb set up on monuments added.
[D11] Fix for using wrong variable
[D11] Remove unused variable
[D11] [UI] added condition bars to icons in the inventory screen UI
Fix scaling on power lines
Power line flat panels with wire textures replaced with real wires. Improves performance due to batching madness with the transparent boards.
better hash for D11InstanceData
Updated incremental build thing to allow non-recursive mode
Added some rock prefab variants
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▍▆▅’▌ ▊▊▍ ▋▋▇▊▍ ▊█▄▊▊▌ ▄▊▉▄▅▆▉▅ ▅▍ ▉█▌▋▋▄▌▅▍▅▉▆ ▇▅ ▍▉▊▉▊ (▊▄▅ █▅ ▉▅ ▇▌▅▍▇█?!?!?!?!)
Fixed up road prefabs, added ability to enable / disable worldprops
Added asset context menu entry to run BuildPrefabs for client or server
Added IClientComponent to a bunch of client side components
Improved custom GC logic and replaced gc.minheapsize / gc.maxheapsize with gc.buffer
Integrated deep sea disturbance into water dynamics
Fixed corp issue, team damage
[D11][TUTORIAL] Fix for water well inventory transfer failing
[D11] [UI] Added support for text mesh pro fonts and preset material. Community hub now only checks for server updates every minute and will only re-parse if the check results in a more up-to-date news article.
[D11] Find/Join Game page hint strings hooked up