116,052 Commits over 3,959 Days - 1.22cph!
[D11] [UI] Selected crafting icon now displays name of skin. Crafting queue icon navigation fix.
Added ocean_patrol_path_iterations convar
Added timer / editor loading screen text to ocean patrol path generation
[D11] Selected blueprint now switched to TMP additional elements added
[D11] strip some components only needed for client-side procgen, this means client prefab pre-processing is enabled. This is mostly just merged from the streaming branch, with any extra components founds suitable to strip. The prefab processing will change again when that branch is ready to merge back.
[D11][AUDIO] Next round of audio asset fixes and optimisations.
wire tool clear functionality
IOEntity destruction node recalculation
wiretool disables used input/outputs on menu
electricity propagation fixes
player deployables and wire entity baseline
Added normal offset control to rust/std+wind shader variants
[D11] minor optimisation, NeedsProcessing was always getting called twice.
[D11] Missing Translation
[D11] [UI] Crafting screen changes
[D11] Disabling config write on console
[D11] Forgot to include gamesettings script
[D11] WIP Options Menu - Game Settings added
[D11][TUTORIAL] Added some custom editor classes to help with the creation of the tutorial events
[D11] [UI] the pinned recipe will now hide by default until you pin something
fluid transfer UI now smoothly transitions the water level
the HUD will now hide when the crafting / inventory menu is open
fixed the description text on the vending machine loot panel
[D11][UI] Craft multiple items now implemented in crafting screen and quick craft screen
Exposed NPC vending machines to SDK prefab list
[D11] oops, some native source files I forgot to add back in August. Code was there in DLLs, and nobody had tried to recompile them.
[D11] Callback support for platform services events (WIP)
Fix roof colider issue inside the cargo ship interior
[D11] Added new filepath for D11_Frontend in Build.cs
[D11] Wrap possible exception on client
[D11] disable TestLevel (which also excludes it from the bundles now)
[D11] Moved D11_Frontend scene and tweaked topbar anchoring
Updated HAB prefab with gibbable script on deflated balloon
Fixed basket gibs outputting convex collider errors
Adding deflated balloon gibs
[D11][UI] Crafting screen expanded info panel implemented. Improvements to sink skin select carousel. Crafting buttons will not show skin options if no skins are avalible
[D11] enable new bootstrap sequence by default (for client only)
Fixed HAB basket gibs using balloon gibs
underwear censorship work
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[D11] [UI] Pie Menu now uses correct method of destroying objects.
[D11] [UI] Updated textures and visuals on Respawn screen.
Changed a bunch of shit on cargo ship style 2 from the world layer to the default layer