253,043 Commits over 3,990 Days - 2.64cph!
Can no longer build and deploy on roads (currently 3 wall heights vertically and 4 meters horizontally)
Changed detail color to instanced properties
Fixed vgui_drawtree crashing
moved keyboard lerp speeds to player config
Merge branch 'master' of SpaceUsurperUnity
tweak sfx max distance
Merge branch 'master' of SpaceUsurperUnity
Merge branch 'master' of SpaceUsurperUnity
Merge branch 'master' of SpaceUsurperUnity
[D11] Quarry mining rig material fixes
Properly null terminate console output
Added detail layer blending control via detail color on rust/std shader set
[D11] Fix for Z Fighting at Launch Site
[D11][UI] Chinese simplified and traditional language keys
[D11] Fixes for various LOD vertex colour issues
Revert "Some more potential divergence fixes"
This reverts commit b385bd9ec97777b9e22e5101daed190723c9fd88.
Revert "Some more potential divergence fixes"
This reverts commit 6bb8b6a5826e96ee137db86b4c1b15f6954766c9.
[D11][UI] Fixed an number of options not been set to default, fix setting options to default resetting language. Set languages keys to native spellings
Canyon: Rock splat always arid color even in temperate biome
More tundra, added higher plateau north of map for tundra and snow opportunity
Added lakes and monument inserts, monument nodes
Deeper canyons
[D11] Fixed mismatched colours between FemaleBody.Dark and FemaleHead.Dark. Reduced specular on chainlink fence.
{PS4/XB1} [2019.3] Foliage (Bushes/Flowers/Grass) move (animate within its position) when the player moves, and their speed of movement (animation within its position) increases
{PS4/XB1} Environment assets flicker between two colours
foliage world position calculation was duff.
Reset custom unit funcs on setup, fixing divergence
Fixed unit position divergence log
Some more potential divergence fixes
Only spawn prefab mountains on 5k maps or larger (4k maps need the free space to fit the new ring road + large monuments)
Added target count to monument placement scripts to avoid placing as many as possible on larger maps (TODO: needs configuring based on average 4k map monument counts)
[D11] Fix for null connections in CullingVolume
Fixed TerrainPlacementMap starting out disabled
[D11][UI][#3362] Quick Chat will now translate on receiving client rather than sending client
[D11] [UI] Fixed server define issue in OptionsUI OnValidate.
Added placeholder Fertilizer item. Manifest.
[D11] Moved shader into correct folder
[D11] New layered materials for tugboat
[D11] [UI] Game now detects system language of user and attempts to default to system language if it is supported, or closest viable fallback if not. If no support or fallback languages could be found, will default to english. This should address the issue of boot-flow screens always appearing in english.
[D11] Changed BarrellWater Material so its not magenta + Launch site mesh gap fix
Deleted un needed scripts
removing un needed components
Cached some components that were getting called every update. Refactored/split out a bunch of GrowableEntity calculations so it's easier to take a bunch of new factors into account, going forwards.
[D11] Fix for Harbor Barge Incorrect LODs
Reset custom unit funcs on setup, fixing divergence
Fixed unit position divergence log
Some more potential divergence fixes
merge from skeleton_optimisations