194,188 Commits over 4,079 Days - 1.98cph!
Include produce name in yield display.
Colour code values.
Stage info tweaks: show the current stage name and current progress %.
Alignment tweaks.
Show plant type icon on UI.
Add a link from GrowableEntity back to its source item def. Set links.
Fix aim jumping when stopping shooting when mounted on something (Mostly?)
Switched plant info over to the new UI.
added two non transparent glass types for map makers (houses and industrial)
Populated sections, setup InfoBar instances.
InfoBar code, prefab links.
Created InfoBar prefab.
Added icon files.
headers and sections blockout
Added Glass_Type_1, Glass_Type_Industrial, Glass_Type_Reinforced prefabs for map makers
TAB key to cycle between the different bones of the target entity
convar for camera guide color
Camera framing guide overlay and commands to toggle (rule of thirds, golden ratio, crosshair)
Added Panel.GetSelectedTextRange() = start,end pos, works for both RichText and TextArea
Added Panel.GetFG/BGColor()
Fixed bugs with instance management. Pretty much ready to start comparisons.
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Pine saplings LODs / prefabs / billboards
Dead pines / LODs / COL / prefab setup
Tweaked the size of all trees in spawn v3 folders to be more realistic
Tweaks to decor.v3 and spawn.v3 prefabs
Various other foliage tweaks
[D11][UI] Removed Debug code from find join game screen
Set composter crafting costs and updated description.
[D11] + Fix to issue 3396 along with a set of fixes to cactus's in the bundled folder
subtract commit to wrong branch
cherry pick
47321 to the correct branch
More accurate yield info.
Hooked up IndirectRenderer, managing each chunk of the instance array properly
[D11] More Asset Optimisations
[D11] Updated Sewer LOD distances.
[D11][Graphics][#3612] Beancan granade particles fixed
[D11][UI] Fixed issue Options remaining open ingame
Player movement interpolation from FP branch - reduces juddering due to camera vs. physics tick
[D11] GPU instancing on particle materials