115,225 Commits over 3,959 Days - 1.21cph!
Temp icon and more prefab setup for powered water purifier
Fixed double kill warning when destroying powered water purifier
MenuUI.Companion widget iteration & related assets.
Code review: place on water mode now uses water mask raycast instead of a plane
Use the proper position and rotation
Realigned colliders and IO sockets on new water purifier model
Code review: Don't run CreateWater invoke if power input is 0
Code review: Don't invoke create water on water pump unless input is greater than 0
Fix entity handler using the wrong method to check for TC auth
added poweredwaterpurifier greybox
added new berry plant colours
Protobuf code generator update (pooled bytes)
[D11] [UI] Temporary Spritesheet Memory Optimisations (about 20mb's saved if Heap Explorer is to be believed)
[D11] Whitelisting the textures used by the monuments during map generation.
[D11] Added Depth of Field settings for Art to test - defaulted to off
Fix errors so tasks actually get completed and a response is sent back
Fixed roadside monuments sometimes spawning upside down (edge case)
[D11] Changed Blueprint_Read to use a small sound prefab instead of a ui_sound prefab.
[D11] Enabling the asset stripping for the release server builds.
Dropbox groundwatch no longer checks for world layer (stuck inside world when bases decay)
Manager initialize and update
Route requests back to the receiver when completed
Increased mesh streaming budget to something a bit more realistic
Boar prefab updates
Boar Materials/Textures
Move Boar animations to separate folder
Ceiling lights groundwatch no longer check for terrain and world layers
Enable mesh streaming on more meshes to save some memory
Fixed some exploity research table deployment
Setup mixing table prefab using new art, gibs etc
Extra sentry at compound to cover deadspot near recycler
[D11] Tweaking the flashlight after feedback from Gurmita. The inner circle of the main light is now set to 90%.
merge from minicopter_arrow_fix
Fixed invokes happening after benchmark ends
Added a gibs benchmark scene to test performance = "GibbableBenchmark"
Make sure water drop sound loop gets disabled when vehicles spawn in as perfectly stationary.