197,738 Commits over 4,140 Days - 1.99cph!
[D11][#3462] LookatTooltip was setting all MeshRenderers to be on the Default layer when player was no longer looking at a {metal,wood,stone}-collectible
=> Default layer is colliding with PlayerMovement layer and as a result player is colliding with collectible items, which is different from the Steam version.
Changing it to restore the original layers instead.
[D11] [UI] Shortened ps4 only string
[D11] Fixed issue preventing all player muted checks from running.
in-place array sort, simplified an as check.
Triangle floor grill models and prefabs
+ small changes to water, hopefully fixed the green foam
Remove unused stringbuilder
[D11][UI] Altered sleeping translation
Added basic baking functionality
[D11] Weighted Vertex Normals, Industrial Buildings.
[D11] [UI] Standardised language code format.
[D11][UI] Cancel pickup sound when opening inventory
[D11] [UI] Updated retail manifest with correct languages.
[D11] wooden_cabin collision fbx fixes
[D11][UI][#3861] Fixed issues with loading cancel
[D11] [UI] Manifest update and added both language and culture codes to localisation files.
[D11] Stop playing radiation sounds slightly above 0 radiation
Get local CDN assets from localhost rather than internal IP
[D11] Swapped Server Row icons and Loading Icon to use TX_MainMenu.png sprites
[D11] Further Weighted Normals pt6
tweaked windmill_vane culling distance
[D11][Animation][#3820][#3843] Fixed player shadow animations
[D11[UI] Play item pick up sound when higlighting an item, fixed issue with left hand select icon in options screen
Corrections to floor triangle frame sockets placement
Triangle ladder hatch models and prefabs
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Shrinking repel force area so player doesn't get bumped when interacting with unused areas of chassis
Stop vehicles rolling forever if they have no engine
Better system for moving sliding windows, doesn't glitch out if reversing the direction during a move.
Armoured module windows can now be operated independently
Adjust engine "bad performance" threshold for audio
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Testing physical based sky optimization (smaller lookup tables)
Fixed fluid entities sometimes not turning off when connections were destroyed
Fixed an NRE when making connections to fluid entities with more than one output
Added additional shopfronts to bandit town
Added vending machines to compound