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[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).
[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
potato, potato seed, fertilizer icons
Vehicle lift client now knows about the occupant. Will allow showing info based on more than just container items in the UI. Protocol++.
Don't allow moving or removing modules that have stored content + other cleanup
New EntityFlag_Animator component for controlling animators
Fluid switch handle animation hookup
No longer need to add foliage meshes to MeshCache
Reverted from using NativeArray in places
[D11] tracer optimisations
[D11] Testing framerate independent camera movement speeds
[D11][#3631] Adjusted light brightness.
[D11] Reduce clientside tracer fx to reduce raycasts
[D11] Fix for bandit town backface culling
[D11] MattS - fix tree pooling (again)
[D11] [UI] Removed "\r" tags from localisation files.
[D11] More satellite Dish Z fighting fixed
[D11] [UI] Vending machine "Vending..." text localised.
[D11] Updating Shaders to use G channel for AO.
[D11] Fix for barrel Spotlight incorrect rotation
[D11] [UI] Fixed non-localised (hard-coded) string in loading screen.
[D11][UI] Added options for extra menu
[D11][Gameplay][#3715] Crouch toggle/hold fix
[D11] [UI] Updated localisation files. Fixed crafting queue string not translating correctly in single text box.
[D11] + Fix to sections of the RHIB being stripped during pre process
[D11] Rest of the weapon pfx
simplified fluidswitch anims down to 2
[D11] Tool for scanning materials and determining which ones are duplicated [Tools > Materials > Find Duplicates]
rigged and animated fluid_switch
fixed medium monuments stall
Merge from foliagegrid_benchmark
Bug fix and format tweak.