122,854 Commits over 4,048 Days - 1.26cph!
[D11] Updated incorrect L2/R2 sprite filepaths
[D11] [UI] visually updated the 'you are sleeping' screen
[D11][TUTORIAL] Added Place Monument button within the editor, to apply heightmap + splatmap + terrain modifications to editor maps.
added power counter
added solar panels
added batteries
[D11][AUDIO] Oops, missed these.
[D11][AUDIO] Final round of audio asset fixes and optimisations.
Further optimized gerstner GPU wave sampling
Added optimized CPU sampler based on new implementation
Added gerstner wave fade out to shore
Added deep sea gerstner wave crest foam
Update water system prefab w/ pre-generated wave data
Fixed potential worldpos interpolator recision issue in water shaders
Tweaked ocean material
compile fix
skin approval
[D11] Add Packages directory to CreateClone
[D11] [UI] Adjusted Code of Conduct screen to now read from a text file. It will pull the date from the string within the file that has the relevant tag and add all other text to the content. Should allow us to easily change the information without requiring the editor to be opened.
Optimized IO entity network update using a fast path packet for only the entity flags (SendNetworkUpdate_Flags)
updated wire anims & animator
Removed duplicate call to GetPassthroughAmount in IOEntity.UpdateFromInput (tiny optimization)
[D11] [UI] Added comments in credits text file for instructions on available tags. Updated code to ignore comments and slightly adjusted how to check for tags.
[D11] [UI] Adjusted Credits scroll to now be a consistent speed regardless of length.
[D11] [UI] Checkin for Staff Credits screen and required assets. Hooked up to Frontend.
Optimized IOEntity.UpdateFromInput
Rewrote and optimized gerstner wave simulation
Properly integrated into ocean displacement and normals
derp, camera enabled on ingameUI
[D11] [UI] changed the 'workbench require' text to textmeshpro which should solve a layout issue in the crafting screen
[D11][UI] Clear navigation bar when closing the crafting menu