239,741 Commits over 3,837 Days - 2.60cph!
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Enable push notifications by default
Button sell order
Updated button placement guide
Show both players on the loading screen in coop
Performance improvement for SeparateDisconnectedPixels
Working set of new ground effects
merge from /researchable_modules
[D11] Preventing the OOM crashes on win64/ in unity editor (disabling video looping).
This is fixed in Unity 2020.1 (bug 1201213: https://issuetracker.unity3d.com/issues/windows-video-graphics-memory-leak-in-hardware-accelerated-video-decoding)
vehicle modules now craftable and researchable
Disabling dithering in g-buffer pass when using z-prepass to enable early-z
[D11] Temp fix for hearing own voice on XBox for QA to test whilst I investigate further.
[D11] Temp fix for hearing own voice on XBox for QA to test whilst I investigate further.
Early Z optimisations on water
Added call to update light data in the LightEx script
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[D11] Show the next server wipe time in the in-game menu.
[D11] Reduced Motion Blur intensity
AudioListener position fix for coop
Always show item HUD for both players in coop
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[D11] [UI] Crafting Menu Workbench Panel in SelectedBlueprint info now correctly changes green/red based on whether you meet the workbench requirements or not.
Removed standard_collider from several building blocks (will need a different solution, this doesn't work)
Car lift no longer takes a week to decay
Reduced car lift health
component research cost changes
Fixed metal triangle spiral stairs using the square spiral stairs movement colliders
Fixed twig and wood triangle spiral stairs using the square spiral stairs movement colliders
Fixed position offset on twig triangle spiral stairs movement collider
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fix for foliage culling & placement seed
[D11] Null value check in FoliageGrid and re-enabling teleport with rotation
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[D11][UI][#3056] Fixed issue with the death map marker. [#4146] Fixed issue with extra prompt on chainsaw
Merge low fuel light branch -> Vehicles
- Simplify light on/off code
- Only show fuel light if car is on
- Remove debug log
- Reduce low fuel fraction to 10% (50/500)
Engine comp recycle and research cost balance
Replacing null check with IsOnAVehicle
Hooked up the fuel light on the cockpit modules
Don't set engine sprite to null when closing engine lootpanel, stops it from flashing sprite to white
Add a new virtual AdminKill method that is used when using the "ent kill" command
Override on vehicle modules to destroy the vehicle instead of a module
Remove a couple of MarkDirty calls that weren't needed in Sprinkler
Add a slight delay to the fluid switch recalculation to not double up processing