240,169 Commits over 3,837 Days - 2.61cph!
Refactor, sync engine storage data to the client
Added inventory stats UI for engine internal items. Simplified engine item code in general.
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Biome grading WIP & fog minimums
Added proper LODs to all foliage_v3 ground plants
Wording change on engine internals UI
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[D11] [UI] Regenerated font atlas's to include all characters from translation files to ensure no missing characters.
[D11] Fixed issue with effects coming from the network not playing correctly
wip gene UI rework to allow showing previous genes
[D11][#3822] Torches further adjusted to match steam.
[D11] [UI] Added missing translations for animal names and shop names.
DTLS code compiles ( Ivan doesn't have the sdks )
Send the EntityDestroy messages at Immediate priority to avoid the lag when picking up objects.
DTLS latency fix. Tested on collectible items.
Added fog control over time of day
Fixed script error in redux octopus turret
Added GameStage.SpawnUnit(DataPath<UnitData> path) overload
So you don't need to list every possible unit in the stage config
[D11] Win64 client locked at 60
Base & arctic biome volume stuff
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Triangle floor frame greybox block
Added a specific socket for triangle floor frame inserts
[D11] SceneToPrefab/SLOD update ALL
Revert "Support to optionally override the Unity version per-platform"
This reverts commit c9e67ebdc5bb742ab1f00778283743d7b4b196e0.
[D11][UI] Made inventory sounds play though frontendsfx.
Loading hint fades in
Merge remote-tracking branch 'origin/master'
Fixed some Fsms not being reset correctly
Fixed script error in respawnPod
Support to optionally override the Unity version per-platform
Floor half greybox/prefabs
Tweaks to spiral stairs greybox to align with floor.half
+ Swaped out all the Halfs to Floats in the ice lake shader
You can now use LightmappedGeneric materials on brush entities with SetMaterial
SetMaterial also works on translucent brushes
[D11] Ui Tweaks across many things
wip storing previous genes