133,056 Commits over 4,293 Days - 1.29cph!
Upgraded old overgrowth models and prefabs to use our latest prettier textures (spicebush, willowbush, ground plants and pine saplings)
[D11] Further rotation fix
[D11] Cooling Tower Optimisations.
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flipped fluidswitch anim flags in controller so it displays on off correctly. Partially set up sprinkler anims and transitions
Fixed infinite wait when ai.move is false and nav_wait is true
Last checkin, no real gain from this.
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[D11] Reverting some tree changes (47251) (47254) (47258)
[D11] Disable projectile debug logging
[D11] [UI] Fixed "Food Burnt" Japanese translations. Stringbuilders added to death stats info screen.
added sprinkler_off animation and tweaked sprinkler_on anim to bounce a bit less
[D11] Pigeon Nest fbx optimised
[D11] Fix rock attack animation from snapping the camera back at the end
[D11] New prekit for QA testing d11guntest
RequestUserStats => RequestUserStatsAsync
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[D11] Powerline_*.fbx optimisations
[D11] [UI] Fixed Asian fonts not appearing correctly in certain popups.
[D11] Removes development build flag
[D11] Removes development build flag
[D11][#3631] Adjusted light brightness for ceiling lights.
[D11] [UI] Fixed Japanese font not being able to fix inside the server row panel (panel needed slight size increase as asian fonts require more space to not get clipped).
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[D11] Enable F1 in editor to open debug console
[D11] Missed something with previous spotlight fix
[D11] Reduce debug logging
[D11] Spotlight Rotation fix
Prefab'ed procmap's world setup
Replaced old cliffs placement scripts with the new ones
Procmap now uses foliage.v3 and decor.v3
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potato, potato seed, fertilizer icons
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Vehicle lift client now knows about the occupant. Will allow showing info based on more than just container items in the UI. Protocol++.