252,775 Commits over 3,990 Days - 2.64cph!
Get rid of certain start up cvar console warnings to match main branch
Range level initial build
Oasis backup
[D11] Added convar for switching rustworks environment
[D11] Process of changing Compression Quality on Icons from 50 to 85 - Set 2
Show current stage name and progress on crosshair UI.
UI tweaks.
Additional farming save file with potatoes at fruiting stage, to save my sanity.
Fixed particle shader lighting
[D11] Process of changing Compression Quality on Icons from 50 to 85 - Set 1
Additional particle shader options
[D11] PFX material updates
Fixed capsule DDraw being inverted at times
Fixes and additions to particle shader
Fixed ring road not having any vertical smoothing applied (was overwritten after roadside monument placement)
Only attempt to generate ring road on 3k map or larger
Ignore .user files
Better search
Search fixes
Cull river and road meshes at 1000m
[D11] Added caching for waitForSecondsRealTime from the FP build. Also added debug option for cycling through tips for QA see 3554
[D11][UI] Removed map marker GC allocs, [#3034] Fixed options making select noise when trying to select option
Moving the Culture info to the Translate class for reusability.
[D11] Updated Shaders and fixed missing texture references in several PFX materials
Yield value increases during the fruiting stage, includes yield gene modifiers. Placeholder values.
Show the yield and current stage info on crosshair info.
[D11] Resetting GenerateRoadLayout Meshoffset to 0f. Any value above that seems to drastically raise the height of the roads.
Use 4 anchor points to generate ring road on small maps, then 8 at 5k or larger
TreeEntity: Changed OnDrawGizmos to OnDrawGizmosSelected (editor performance)
Snap vertices to terrain at start and end of the path meshes
Fixed off by one in PathInterpolator (resulting in slightly incorrect path positions)
Show plant type on crosshair info
Don't start building the navmesh if ai.move is false and nav_wait is false (i.e. in the editor -- eliminates a lot of editor stuttering on large maps)
In the editor, disable autoSyncTransforms when spawning populations (saves 20s in server loading time on a 4k map when no save is being loaded)
[D11] Reducing texture size of forest floor. Reassigning materials from LayeredLit. Setting correct rock materials.
[D11][3546] Loading text and Inventory text is now bold.
[D11] [UI] Added missing translation for Helicopter Gun.
[D11] Death Info now marks other players "attackerIsPlayer" as true. Death Stats info now correctly checks if attacker is player before attempting to translate the attacker name.