252,553 Commits over 3,990 Days - 2.64cph!
Merge from cinematic_tools
A benchmark for FoliageGrid
Reworked fertilizer consumption and some optimisation.
DisableClipping now returns the previous state of Clipping
Applied the above DFrame's Shadow, DNumberScratch's popup, Drag'n'drop rendering and Derma_DrawBackgroundBlur
All consolidated into one BRG, bug fixes etc.
[D11] 3D asset optimisations
buildcubemaps no longer crashes the game in main menu
Can copy/paste images into edit
[D11] Restart and return to frontend at end of demo [TEMP]
misc tweaks
Fixed weird camera behaviour at non-FullHD
More UI tweaking
Merge remote-tracking branch 'origin/master' into multiplayer
Added a couple test replays
Making sure replay validation works offline
Merge remote-tracking branch 'origin/master'
Merge branch 'master' into multiplayer
Added RectStyle ScriptableAsset
RectStyle previews
Fixed live style editing
Added animated co-op main menu UI
Don't include number of reports on ban shit on twitter
Added Fluid Splitter model and materials + gibs
Find in global class if previous isn't . or :
enum styles
Monuments HDRP upgrade (power sub stations)
Monuments HDRP upgrade (quarries)
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automatically disable clientside entity caching for demo recording
gene bonus balance tweaks
Removed old lighting prefab used in monument scenes
Monuments HDRP upgrade (ice lakes, lighthouse, harbor1, military tunnels, compound, bandit town)
Decentralizing rocks/cliff placement from certain scenes into nested prefabs to avoid data loss in the future
Added missing monument topology to caves
Fix a bonus being applied twice in yield calc.
Prediction function warning
Moved to a singular BRG for the whole grid
Summary, Syntax - member lists on type pages
Styles
Fixed several client-only projectile instantiates calling SetActive instead of AwakeFromInstantiate (this would leak with pooling, although none of these currently appear to be using pooling)
BaseProjectile.ServerUse correctly returns its temporary hit list to the pool
SetFlag invalidates network cache even if called without sending a network update
SendIONetworkUpdate no longer calls InvalidateNetworkCache (since it is now correctly done in SetFlag)
Cache pages download to disk for faster startup (mainly when testing)
Tag functions
c# highlighting improvements
Don't upload these files
Update .gitignore
Yield pool basic implementation
[D11][3450] Adjusted outline shader.
[D11][3450] Scrap piles now have a *temporary* outline shader applied.
merge from shotguntrap_cave_fix
[D11] Demo record/playback for DTLS
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Disable official server check
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