115,319 Commits over 3,959 Days - 1.21cph!
[D11] Player no longer collides with the dropped items (like chairs).
[D11][Art][#3931] Palm tree LODS look like palm trees instead of normal trees
[D11] HDRP fix for ore bonus nodes
[D11] Only query available memory once per second for the performance hud, since it's very expensive, and more in line with other code. This cannot be done in Performance.cs due to assembly dependencies.
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Removed gc alloc in ItemContainer.FindItemByItemID (was being triggered every time water was transferred)
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'_collider' var on BaseCombatEntity was no longer used anywhere. Removing it.
Added texture streaming controllers
Add splitOutputsEvenly bool to LiquidContainer to split outgoing liquids evenly between multiple outputs (not enabled on anything right now)
Storage mass adjust experiment
[D11] - Tweaked the water shader
[D11] Fix missing objects edge case
[D11] Fix missing objects edge case.
[D11] Updated the Water material
[D11] [UI] Adjusted loading icon size when loading "Extras".
[D11] T2340 - Check Ethnicity compared to Steam - Adjusted skin tone values.
[D11] [UI] Removed report reasons related to teams and non-localised keys.
[D11] + Fix to incorrect FBX sizes on outbuilding_1st_15x9
[D11] + Fix to missing power_generator_a
[D11] Submit bandit camp scene.
[D11] Bandit Camp Scene to Prefab update.
Modify foundation steps. Add Vehicle Movement layer collider on the server that matches the client's walk collider, as it's much smoother than the detail collider which allows bullets etc through. Remove Realmed Remove script on the client-only walk collider since the Server Cull tag is removing the whole GameObject anyway.
[d11] Cloths performance iteration
[d11] Cloths - more improvements
[d11] Multimesh fix and re-enabled
[D11] [UI] Fixed bandit camp shop names not translating correctly.
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Cheating a little with colliders to give us more ground clearance
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Farming menu background video