252,164 Commits over 3,990 Days - 2.63cph!
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[D11] [UI] Auto-sprint now works through radial menus.
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Delete duplicate composter icon
[D11] T2381 - Water Purifier Specular Broken - Fix
[D11] - T2368 - Viewmodels are Low Quality. - Fix
Entity.GetSequenceInfo now try to fill the activity field in case the model it is used on didn't use the ACT_ stuff yet
Increased dung rate to 3 DPH
Renamed fluid switch to indicate it's also a pump
Added nonPlanterDeathChancePerTick server convar to give plants not planted in a planter a chance to die each tick.
[D11] Altered the spread on the gunshot audio source. Gunshots will now be heard from the right direction.
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[D11] Old optimised collision stuff taken out.
[D11] [UI] Fixed Pie Radial Menu Visuals looking blurry/low-res.
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Standardised autofill amounts with max flow amounts displayed in UI on water catchers and the water barrel (just made the variables the same, safer than actual code changes)
[D11][UI] Main menu and ingame overlay changes - checked by G
Added useMinimumPlantCondition server convar to toggle overall quality calculation method
[D11][Gameplay][#3920] Auto-sprint stopped by backpeddling
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Hardiness gene now also contributes to water condition
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Check for null lodZeroRenderer
Fixed navmesh_2 layer mask adjustment (broke certain monument navmeshes)
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Dropped items with genetics now only combine if they have matching genetics
reduced sprinklers bounds
Slightly reduced sprinkler collision so it's easier to walk under/over
+ Added the underwater plain to the Ocean
moved airfield CCTV camera so it's not over looking recycler
[D11] Updates to footstep definition and footstepeffects to play landing sounds
Ignore all DecorComponent that are not on the root game object (workaround for random monument scaling issues caused by child object bushes with DecorScale)
merge from building blocks 2020
[D11] Enabled SpacialBlend on MakeFirstPersonSound.
Tweaked handle points of Fluid Switch
Tweaked placement of fluid splitter mesh
Adjusted IO handle positions accordingly
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