250,895 Commits over 3,959 Days - 2.64cph!
[D11] [UI] Fixed Pie Radial Menu Visuals looking blurry/low-res.
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Standardised autofill amounts with max flow amounts displayed in UI on water catchers and the water barrel (just made the variables the same, safer than actual code changes)
[D11][UI] Main menu and ingame overlay changes - checked by G
Added useMinimumPlantCondition server convar to toggle overall quality calculation method
[D11][Gameplay][#3920] Auto-sprint stopped by backpeddling
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Hardiness gene now also contributes to water condition
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Check for null lodZeroRenderer
Fixed navmesh_2 layer mask adjustment (broke certain monument navmeshes)
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Dropped items with genetics now only combine if they have matching genetics
reduced sprinklers bounds
Slightly reduced sprinkler collision so it's easier to walk under/over
+ Added the underwater plain to the Ocean
moved airfield CCTV camera so it's not over looking recycler
[D11] Updates to footstep definition and footstepeffects to play landing sounds
Ignore all DecorComponent that are not on the root game object (workaround for random monument scaling issues caused by child object bushes with DecorScale)
merge from building blocks 2020
[D11] Enabled SpacialBlend on MakeFirstPersonSound.
Tweaked handle points of Fluid Switch
Tweaked placement of fluid splitter mesh
Adjusted IO handle positions accordingly
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Fixed water catcher water input being marked as electric
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Don't process drain further if we hit some water storage while calculating drain (becomes way too complicated)
Fixed autofill not processing gravity restrictions in some cases
Enable autofill on barrels
Fix chassis visuals (suspension etc) not updating if a vehicle is on a non-activated lift, the lift is then activated, and only a rotation is needed to magnet-snap the vehicle into position.
Turn off additional vehicle lift functions if the lift has no power
Sync kinematic state to client and don't show push option if vehicle is on a lift (even if it's not being edited)
Vehicle module repair highlight effect no longer looks horrendous.
Fixed Rust/Standard-Blend4Way shader set running out of samplers
Call SetParent before Spawn on SpawnStorageEntity (save on network data)
Reduce MIN_PERFORMANCE_FRACTION to 0.15
Increase engine low performance threshold to 45%
Minor edits to engine item spawns
Don't spawn items in engines unless they're spawned by the game. Was also spawning items when users added them to vehicles.
Remove missing prefabs from Craggy