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Growables ignore condition qualities when dying and always advance to the next stage at full speed.
Added TerrainMeta.RandomPointOffshore
Fixed cargo ship sometimes spawning out of world bounds and immediately killing its scientists
Switched callbacks to dispatch system
Do Callbacks
RequestEncryptedAppTicketAsync will return null on subsequent calls if they're too often
Slightly smoother song sample sprecaching
Fixed loading screen text alignment
structs can have embedded enums
No need for const removal
Extract WriteEnum
convert _t values
flat_name becomes methodname_flat
Update steam_api.json
Overloaded functions no longer named differently
plain uint arrays
SteamDatagramHostedAddress is generated
Generated
RequestUGCDetails fix
Fill doesn't exist
Shorten SteamNetworkingConfigValue, SteamNetworkingConfigDataType
Make PingLocation public
Trim _ from enum values
Make ConnectionState public
Remove old ConnectionState
Force pOutMessageNumber to be a ref
SteamNetworkingConfigScope -> NetConfigScope
SteamNetworkingConfigValue_t => NetKeyValue
Restore networking interfaces
SteamIPAddress takeover
New accessor system
Use method.desc
Set calling conventions
Remove GLobalFunctions.cs
Fixup tests to work on 32bit
CallbackResult - stall for now
Custom enums
New dispatch system
Removed unused
Fixed GetFileDetails test
Disabled read/write on some FoliageGrid meshes. Enabled mesh compression.
Merge from foliagegrid_benchmark
Enabled demo. Tweak to moving benchmark.
Default world size is now 4250 (from 4000) to give monuments slightly more space to spawn in with the new ring road
Monuments HDRP upgrade (sewer branch, trainyard, water treatment plant, swamps, water wells)
Fixed growables attempting to die twice when picked.
[D11] + Fix to vending machine turning black close up
missed some of the baked hair assets from the last check in
Experiments with AnimatorUtility.OptimizeTransformHierarchy
Plant material colour scale is now based on health, not water.
Fixed a typo making horses poo every 10 minutes
Reapplied
46942 terrain map resolution clamping to prepare for 2019.3
Removed ring road from maps smaller than 4k since it takes away too much space
Roadside monuments can spawn next to both main roads and side roads
Place roadside monuments after all other monuments
[D11] Updated road material working on PS4
Show plant condition resiliences on seed info panel.
[D11] Enabled Bilinear Filtering on Icons.
try to extract exception information
Adjusted player position in seats as there was some clipping through seats
[D11] Don't return to frontend at end of demo
Tweaked sizing of some elements
Visual pass on Demo playback UI
Fixed demo.skip not working after a demo reaches the final frame
Better format demo.playernames and add column for steam id
Better debug.debugcamera_list display and zoom formatting
Made DemoHUD a standalone prefab (for future iteration)
DemoHUD automatically hides if the menu or developer tools are open
Add demo.playernames to print all players in the currently playing demo
Make chassis colliders more rounded so they'll handle rough terrain more nicely (similar to sedantest "boat" style)
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Chassis visuals performance further improvement
Client performance: Don't animate chassis visuals if it's behind the camera
Client performance: ModularCarAudio
Fixed a regression with gradients
New loading screen background, text alignment
Fix demos failing to load after disconnecting from a server because World.Transfer was enabled
Fix missing speed parameter on windmill animation controller