252,444 Commits over 3,990 Days - 2.64cph!
Subtract
47282, it didn't fix things
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Logic fixes for fluid switch
Change TOD_Time to use Update instead of FixedUpdate so it runs even when timescale is 0, and it uses its own fixed step loop inside to maintain behaviour
WIP planter electrical sensor
Check ItemModDeployable.entityprefab exists before checking if it is valid in LifeInfographic
repaired plant properties after adding the new stage.
Switched icon editor to sliders for skins/bg
Delete closecaption files
They are pointless here
volume to loading screen
Co-Authored-By: Nurdism <nurdism.io@gmail.com>
DisableClipping restores to oldstate
garrysmod-issues/issues/4375
Switch spawnicon editor skins/bodygroups to sliders from dropdowns
Community: util.TypeToString now works nicer for angles
Loading Screens are now passed game volume via GameDetails()
Added a dedicated crossbreeding stage instead of just triggering crossbreeding when entering sapling stage.
Utilized: Vector and angle `Unpack` metamethods in`util.TypeToString` (#1622)
* Utilized: Vevtor and angle `Unpack` metamethods in`util.TypeToString`
* Updated: `TypeToString`
* Removed: Whitespace
Restored close caption support
Added closecaptions and subtitles for languages supported by Half-Life 2 games
Yield text tweak.
Renamed mulch item.
Example of making the co-op player a different colour
Separate items HUD UI for coop player
[D11] + Fixed/cleaned up all the static industrial doors (Removing components affecting them, inserted missing LODs, adjusting LOD distances etc)
Clean up a couple of garbage allocations
Use ENABLE_D11_COMMAND_BUFFER_OPTS to avoid redundant copying of command buffer data
Added Panel.Set/GetMaximumCharCount, both of which work on TextEntry and RichText
Testing out indirect rendering of foliage...
Fixed initially spawned tree entities not disabling their billboards
[D11] Remaining Tree prefabs now have 4 render states and exactly 4 LODs
Fixed tree LOD preprocessing, additional logging for trees incompatible with pooling, preprocessor.CanDelete() now ignores refs held by to-be-deleted components
[D11][UI] Changes to Find/JoinGames screen
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[D11] Fixed Renderer States on Tree Prefabs
set fruit visual scale curves
[D11] Changed Tree Prefabs to ensure they have exactly 4 LODs
Refresh qualities when fertilizer is consumed
[D11] [TEMP!] Disabled incremental GC panic mode
[D11][UI] fixed TextMeshPro error in loading screen