252,187 Commits over 3,990 Days - 2.63cph!
[D11] PaulC ups Garlic to 1536
Fixed a progression stopper on c2a5g.bsp
Brightened some HLS map icons so you can actually see what's on them
[D11] Merge from local_network_service_port
[D11] [UI] Fixed font truncating in NotoSans fonts.
Fixed an issue with crossbreeding.
Adding half ramp block greybox models and prefabs
dead player can push respawn pod around a bit
Merge branch 'master' of SpaceUsurperUnity
player revive at pos/angle of effect bullet
fix deadPlayer bullet; player onRevive & startInvulnerability
Different formula for engine item condition to better follow spec. Ignore health, but count as 0 effect if broken.
Include item condition in engine performance calculation
Give engine items condition, repairable
Modified vehicle performance formula
Refactor, sync engine storage data to the client
Added inventory stats UI for engine internal items. Simplified engine item code in general.
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Biome grading WIP & fog minimums
Added proper LODs to all foliage_v3 ground plants
Wording change on engine internals UI
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[D11] [UI] Regenerated font atlas's to include all characters from translation files to ensure no missing characters.
[D11] Fixed issue with effects coming from the network not playing correctly
wip gene UI rework to allow showing previous genes
[D11][#3822] Torches further adjusted to match steam.
[D11] [UI] Added missing translations for animal names and shop names.
DTLS code compiles ( Ivan doesn't have the sdks )
Send the EntityDestroy messages at Immediate priority to avoid the lag when picking up objects.
DTLS latency fix. Tested on collectible items.
Added fog control over time of day
Fixed script error in redux octopus turret
Added GameStage.SpawnUnit(DataPath<UnitData> path) overload
So you don't need to list every possible unit in the stage config
[D11] Win64 client locked at 60
Base & arctic biome volume stuff
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