136,088 Commits over 4,444 Days - 1.28cph!
WIP planter electrical sensor
Check ItemModDeployable.entityprefab exists before checking if it is valid in LifeInfographic
repaired plant properties after adding the new stage.
Added a dedicated crossbreeding stage instead of just triggering crossbreeding when entering sapling stage.
Yield text tweak.
Renamed mulch item.
[D11] + Fixed/cleaned up all the static industrial doors (Removing components affecting them, inserted missing LODs, adjusting LOD distances etc)
Clean up a couple of garbage allocations
Use ENABLE_D11_COMMAND_BUFFER_OPTS to avoid redundant copying of command buffer data
Testing out indirect rendering of foliage...
Fixed initially spawned tree entities not disabling their billboards
[D11] Remaining Tree prefabs now have 4 render states and exactly 4 LODs
Fixed tree LOD preprocessing, additional logging for trees incompatible with pooling, preprocessor.CanDelete() now ignores refs held by to-be-deleted components
[D11][UI] Changes to Find/JoinGames screen
[D11] Fixed Renderer States on Tree Prefabs
set fruit visual scale curves
[D11] Changed Tree Prefabs to ensure they have exactly 4 LODs
Refresh qualities when fertilizer is consumed
[D11] [TEMP!] Disabled incremental GC panic mode
[D11][UI] fixed TextMeshPro error in loading screen
Plant stage duration initial base values
Some fixes to trainyard, splat painting adjustments around cliffs
Removing missing scripts from prefabs/scenes
Scene2Prefab
Orbit target entity mode for debug camera
Initial commit of internal engine items
Add env.oceanlevel replicated convar that lets server admins change the water height
Better slow-speed exit handbrake system
Updated some item descriptions
Fixed wrong source item hookup on sprinkler
Strip out "demos/" from filename display
Stopped teleport2owneditem command printing to log and used replywith instead
Fixed OutOfBounds exception when running this command and the player has no owned items
Fix VehicleEditingItemIcon refresh
[D11] Whoops forgot the actual spritesheet and font tweaks
[D11] UI art pass on Option menu, initial version of new menu spritesheet
[D11] + Adjusted the size of the bandit_town safe zone
[D11] Changed compression mode on icons.
[D11] Rocket Mesh Optimized
[D11] + Added a LOD system to the wooden_walkway_pillar_lights
[D11][Gameplay][#3693] Exterior walls and gates are at the correct distance from the player
Added an option to remove a dying plant from a planterbox and receive plant mulch, which can be composted for a small amount of fertilizer.
[D11] Z fighting Fixes + Lowering Polycount on assets
Growables ignore condition qualities when dying and always advance to the next stage at full speed.