252,788 Commits over 3,990 Days - 2.64cph!
[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.
mech laser endcaps
Merge branch 'master' of SpaceUsurperUnity
mech laser pattern endcap
mech trap laser tweaks
fuse laser endcaps
onion laser endcaps
Fixed player.fillwater command not working if there was an empty belt slot
Merge from Main->Vehicles
Updated randommodular item list
Cleanup some unneeded fuel logic
Working on rough terrain damage
Use proper water catcher UI
Mark water item as dirty when pushing it through connections to update UI
Optimized closing the game
Tweak fuel process, sprinkler only uses water loaded on to it and LiquidContainer is responsible for pushing water to various entities
Use IsConnectedTo check before splashing something, it's better solution than the earlier fix in
46160
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Shrink sprinkler splash radius, expose radius as a gizmo
Move water catcher sockets to other side of entity
Hose tool now places proper hose lines while placing instead of cables
Fixed some gravity pump edge cases
Fixed fluid splitter marked as electric
Respect max stack size when moving fuel around
Sprinkler now only stores 10ml of water locally
More VFX files & new particle lighting test map
Move apart water in/passthrough slots on sprinkler for easier use
Added a new "plumber" player inventory default
Add recursive checks for fuel transfer
Add some extra checks to stop recursive fuel connections
Add some extra checks to stop water re-entering network after being splashed
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Fixed a few issues with vehicle health protection
Changed "No Protection" protection option to give no protection vs "AntiVehicle", which had full protection.
Added gravel road to my test map
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[D11] Bumped network protocol again as a different recent submit had already bumped it and the result was merged.
[D11] [UI] Localisation fixes. Updated Player Proto to include whether attacker was player in death info. Adjusted where translations occur in Look at tooltips. Bumped Network protocol
Fixed campaign scores not loading correctly on switch
Fixed leaderboard attachments on switch
Force lowercase map names on changelevel/map
Do not add .sw.vtx files to download list
[D11] Updated PFX materials to use new shaders
[D11] + LOD tweaks to various door.hinged.industrial a's
[D11] + Bunker_rooms converted to new LOD System